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Issue: 1984 November 15 - Vol 10 Num 21 - Page 64

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COMMENTARY
Video Gantes Are Good forT eens
By Hadley Smith
If loss of lunch money is causing a problem, then
parents should make lunches for their children
instt!ad. You can't play the games with sandwiches.
-Hadley Smith, Age 16, Tahanto Trail, Harvard
Some controversy has arisen in this country over
video games. A lot of young people who play video games
find them fun and entertaining. But some parents don't like
video games and don't want their children to play them.
When town officials receive complaints, they impose
restrictions on the arcades which house the games. I feel
this is very wrong. There have been similar movements in
the past.
Other tries
In 1909, an ordinance was proposed in New York City
to prohibit the admission of children under 16 from attend·
ing movies unless accompanied by a parent. The reasons
for this were that the shows were not run by "fit persons"
and that kids stole to get money to attend. About 50 years
later, there was a movement to "clean up" comic books.
These two examples seem silly now. I think in 20 years
the present movement against video games will seem silly.
That is, unless we realize the foolishness of it and stop now.
But let us look at the history of video games.
In 1972, the first coin-operated video game was intro·
duced to t he public, and it was named Pong. It was based on
the game of Ping-Pong and, though it is extremely primitive
compared to today's games, it became very popular. Then,
in 1978, Space Invaders arrived in the United States.
Helped by the popularity of the movie "Star Wars," it
became a great success and started the video game
phenomenon.
A few years later, Asteroids and Pac-Man were intro·
duced and they further established video games as an
exciting new form of entertainment that is here to stay.
Between 50 and 75 percent of the game players are 18
or younger. This is where the problem starts. Parents and
other citizens who can't adjust to this new form of entertain·
ment try to ban the video games from their towns .
All over the country, towns are taking action against
video games. In Mesquite, Texas, a court battle has been
raging on for nearly 10 years over a ban prohibiting minors
unaccompanied by adults from playing video games.
Dacono, Colorado, has a similar case in the courts. In West
Warwick, Rhode Island, you must be 16 to play arcade
games. A number of towns in California restrict minors
from playing arcade games during school hours . But the
case in Marshfield, here in Massachusetts, is indisputably
the most famous one.
In Marshfield, a ban was imposed by voters at a 1982
town meeting prohibiting "any mechanical or electronic
amusement device, whether coin-operated or not ." Excep·
tions were made for home-use machines, and for coin·
operated jukeboxes, pool, billiard, bowling, and athletic·
training devices. Exactly what is left besides video games is
not clear to me.
Not long after this, the owners of nine business
establishments-a bowling alley, a skating rink, three
64
stores, a restaurant and three taverns-challenged the ban.
The case went to the Supreme Court, where the ban was
left intact.
Parents crusade
Parents are usually the cause of these crusades
against video games. Parents against video games would
rather see their children playing baseball or some sport than
running to an indoor arcade. They accuse video games of
being addictive and taking away children's money. They
don't like it when their children use lunch money on the
games or play the games instead of doing homework.
Parents also believe that all video games are violent.
But, who should determine what is right for children-
their parents or the state? Since the problem is obviously
parent vs . child, the answer is with parents. The govern·
ment shouldn't even get involved.
Old-fashioned people are going to have to adjust to
modern entertainment. It is the parents' responsibility, not
the states', to keep track of how their children spend their
time and money. If loss of lunch money is causing a pro·
blem, then parents should make lunches for their children
instead. You can't play the games with sandwiches. And try
telling Pac-Man that all videos are violent.
Some parents believe arcades are full of drugs, vice ,
and gambling, and generally have an unhealthy competitive
atmosphere. But these are myths. A study by Dr. David
Brooks of arcades in California found : In almost all of the
arcades, there was a total prohibition of food, drink, and
cigarettes . No gambling at all was observed. The
atmosphere was found to be basically friendly. The primary
competition was between man and machine. Certainly,
parents should be concerned about the health and welfare
of their children. Those who are concerned should find the
time to determine for themselves whether the local video
game arcades are suitable places for their children.
Positive results
To wipe out further doubts, I will now state nine
positive aspects of video games: First, they are a blast to
play. They are pure entertainment. Second, they improve
hand-eye coordination. That is why therapists are beginning
to use them to aid in the rehabilitation of the handicapped.
Third, unlike television, radio, and movies, they allow us to
interact. Fourth, they ar>e now being developed to aid in
children's education.
Fifth, the army is now using a modified video game to
train officers in gunnery instruction. Sixth, they provide a
vent for oppressions. Seventh, they are a pleasant escape
from reality. Eighth, tl:!ey are a good challenge. Ninth, they
may even improve students' grades. Most arcades offer free
games for good grades on your report card. This gives
students added incentive to do better in school, not worse.
It should now be clear to the reader that video games
are a friendly, exciting, new form of entertainment that
brings enjoyment to many people. If a serious problem does
develop, it is. the parents' responsibility to deal with it, not
the states' .

Reprinted from The Evening Gazette in Worcester, Massachusetts.

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