Assemblywoman Linda Stender wants to make it illegal to operate arcade games rated M or AO by the ESRB anywhere in a public space. Fortunately, the ESRB doesn’t rate arcade games, making this an exercise in futility likely brought about by the recent ban of light gun games in Massachusetts public spaces.
The law would require a $10,000 fine for first timers, which would go up to $20,000 for repeat offenders. “Assemblywoman Linda Stender will introduce legislation that prohibits any kind of public accommodation—movie theaters, rest stops, bowling alleys, arcades—from making games rated Mature or Adults Only available to the public for play.”
Understanding the ESRB Ratings
The Entertainment Software Rating Board (ESRB) is a self-regulatory organization that assigns age and content ratings to consumer video games. The ratings range from “Early Childhood” (EC) to “Adults Only” (AO), with “Mature” (M) being one of the more restrictive ratings, indicating that the content is suitable for persons aged 17 and older. However, it’s important to note that the ESRB primarily focuses on home video games and does not rate arcade games. This discrepancy highlights a fundamental flaw in Assemblywoman Stender’s proposed legislation.
The Impact of Similar Legislation
The recent ban on light gun games in Massachusetts public spaces serves as a precedent for Stender’s proposal. Light gun games, which often simulate shooting scenarios, have been criticized for their potential to desensitize players to violence. Massachusetts’ decision to ban these games was met with mixed reactions, with some applauding the move as a step towards reducing public exposure to violent content, while others criticized it as an overreach that infringes on personal freedoms and the entertainment industry.
If Stender’s legislation were to pass, it could set a new standard for regulating video game content in public spaces. However, the enforcement of such a law would be challenging, given the ESRB’s lack of jurisdiction over arcade games. Moreover, the financial penalties proposed—$10,000 for first-time offenders and $20,000 for repeat offenders—could have significant economic implications for businesses that rely on arcade games as a source of revenue.
Potential Consequences for Businesses
Arcades, movie theaters, bowling alleys, and rest stops often feature a variety of games to attract customers. Imposing strict regulations on the types of games that can be offered could limit their appeal and profitability. For instance, popular arcade games like “House of the Dead” or “Time Crisis,” which might be considered too violent under the proposed legislation, could no longer be available, potentially reducing foot traffic and revenue.
Broader Implications for the Gaming Industry
The gaming industry has long been a target for regulatory efforts aimed at curbing violent content. However, many argue that such regulations are misguided and fail to address the root causes of societal violence. Studies on the impact of violent video games on behavior have yielded mixed results, with some suggesting a correlation between violent games and aggressive behavior, while others find no significant link.
Moreover, the gaming community often points out that video games are a form of artistic expression and should be afforded the same protections as other forms of media, such as films and literature. Imposing stringent regulations on video games could stifle creativity and innovation within the industry.
Assemblywoman Linda Stender’s proposal to ban arcade games rated M or AO by the ESRB in public spaces is fraught with challenges and potential unintended consequences. While the intention to protect the public from potentially harmful content is commendable, the execution of such a law would be problematic given the ESRB’s lack of authority over arcade games. Additionally, the economic impact on businesses and the broader implications for the gaming industry warrant careful consideration. As the debate over video game content regulation continues, it is crucial to strike a balance between protecting public welfare and preserving the freedoms and creativity that drive the gaming industry.
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