International Arcade Museum Library

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Play Meter

Issue: 1984 May 01 - Vol 10 Num 8 - Page 7

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Letters to
the editor
~
. .
'Devilish' cover
It has been my pleasure to read
your very informative magazine
over the past four years. I have read
your magazine and enjoyed the
editorial content not only from a n
in formational standpoint, but also
from the a ppreciation for the
graphics that you have used to illus-
trate many of your concepts and
articles.
Our company represents 163
franchised Putt-Putt Golf & Games .
game rooms which are loc ated
throughout the United State . We
have buil t our sys tem of game rooms
on one basic principle, which is th at
we are a family, fu n, and entertain-
ment center which appeals to all
ages. Our marketing approach has
been to encourage everyone to visit
our game rooms and enjoy playing
video games at our clean, whole-
some facilities. Based upon the gross
receipts of our game rooms and the
growth pattern of our company
during the past five years, we feel
that this marketing thrust has been
most successful.
Due to the immense amount of
work, time, effort, and money th at
we h ave invested in the game room
industry, I felt that I must take this
opportunity to express my sincere
disappointme n t in the subject
matter which Play Meter chose ro
use its cover photo on the March 1
edition.
Over the past five years, our com-
pany has fought many battles with
hostile city councils and town
fathers in an attempt to convince
them that video game rooms are not
an "addictive," "sinful," or nega tive
business for their community . We
PLAY METER, May 1, 1984
have fought these battles based o n
the point that the video game
industry ha received a bad "rap"
from many so-called video game
expert around the nation. We have
also shown that our company could
offe r a clean family game room
environment through strict man-
ageme nt contro ls.
Your choice of a "devi l" being
observed by three you ng children on
the cover of your March 1 edition of
Play M et e1· can potentially nega te a
great deal of the positive public
relations work that we have under-
taken during the past five years. I do
not think th at your magazine really
wanted to portray a group of youth
smiling at and inter-reacting with
what most Americans have come to
know as a symbo l of the devi l or
satan. While this particular cover
h as great creative impact, I do
believe that you could have selected
numerous other creative subjects
relating to the video game industry
ro use in lieu of the statue image of
the devil portrayed on this parti-
Audio Visual
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For further information. call Pete En t r i nger
(co l lect)
7

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