From penny press to Snapchat: Parents fret through the ages

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From penny press to Snapchat: Parents fret through the ages

Carlos Tunnerman, 10, plays the “Contra” video game at an arcade in a Miami, Fla. Decades of study have failed to validate the most prevalent fear, that violent games encourage violent behavior. But from the moment the games emerged as a cultural force in the early 1980s, parents fretted about the way kids could lose themselves in games as simple and repetitive as “Pac-Man,” “Asteroids” and “Space Invaders.”

From penny press to Snapchat: Parents fret through the ages

Carlos Tunnerman, 10, plays the “Contra” video game at an arcade in a Miami, Fla. Decades of study have failed to validate the most prevalent fear, that violent games encourage violent behavior. But from the moment the games emerged as a cultural force in the early 1980s, parents fretted about the way kids could lose themselves in games as simple and repetitive as “Pac-Man,” “Asteroids” and “Space Invaders.”
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