Video game restriction in the United States involves the clash between artistic freedom and social norms. Although the right to free expression is enshrined in the First Amendment, potentially offensive storylines, legal challenges, and cultural issues have resulted in a number of games being removed or banned from sale.

In this article, we’ll attempt to understand the motivations for such a restriction and speculate on how the particular environment and social change have informed the US history of regulation of games sold in the US.

Reasons for Banning Video Games
Video games are occasionally restricted in the US on the grounds of outlandish violence or outlandish sexual imagery on the one hand and the grounds of an excessive claim on social space and normativity on the other. Generalized horror and controversial themes often resulted in films such as Thrill Kill and Custer’s Revenge condemnation and public indignation.

Destiny and Baby Shaker were both pulled after lawsuits over copyright infringement. Examples of offensive themes, such as the promotion of child abuse in Baby Shaker, led to public outcry and elimination. Also, copyright problems, such as in Granny Theft Auto, led developers to remove games with unauthorized content, if unintentionally.

There is also the casino side of banning, some casino sites aren’t allowed to operate due to laws in certain states, but, some games have had the same fate, with loot crates and other cosmetic items being seen as betting and casinos, therefore being banned too. 

Another reason as to why some video games can be banned is because they may not want/ be allowed to access them in certain countries. Of course, there are ways around this, you either use a VPN or just accept it and move on to another game. If you want to find some of the most rewarding games with incentives in your country, then head on over to AskGamblers where they showcase the best bonuses and casinos for different countries.

Notable Banned Games
Several video games have gained infamy for being banned in the US due to legal, moral, or societal issues. Below are some top games that have been banned in the US.

Thrill Kill was a 1998 fighting game notorious for its graphic violence. Players fought for reincarnation in a grotesque hellscape using brutal tactics like dismemberment. Despite generating early excitement, Electronic Arts (EA) deemed its content too explicit and cancelled its release after acquiring its publisher. Bootleg versions later circulated online, highlighting its cult appeal.

The Guy Game became controversial for including real footage of spring break revellers, with rewards involving nudity. Soon after public release, it was revealed that a game subject was indeed a minor when the footage was shot, thereby relegating the game to the category of child pornography under the law. A suit was then filed and the product was quickly taken off the shelves.

Too Human is a science-fiction RPG that was discontinued. The developer, Silicon Knights, was involved in a case of Epic Games violating the Unreal Engine 3. Epic successfully sued Silicon Knights, resulting in a court-ordered recall and destruction of all unsold copies.

Baby Shaker, a mobile game, drew outrage for its tasteless premise—shaking a crying baby to silence it, marked by red Xs over its eyes. Pediatric advocacy organizations opposed it as trivializing child abuse, and thereafter Apple removed the game from Apple’s App Store upon the game’s 2009 release.

Custer’s Revenge (1982) was a game in which a pixelated version of General Custer was trying to attack a Native American woman. Its controversial assumption elicited protests by interest groups and municipal governments. While never officially banned, the backlash led to its manufacturer voluntarily halting production and sales.

These cases illustrate how cultural norms, legal concerns, and public outcry have shaped the history of banned video games in the US.

Unique Cases and Historical Context
Some video game bans stem from unique circumstances and historical shifts in societal attitudes.

In 1982, the town of Marshfield, Massachusetts, enacted a sweeping ban on arcade games, categorizing them as “coin-operated amusement devices.” This unusual move reflected fears of video game addiction leading to juvenile delinquency.

Despite legal challenges and evolving public perceptions, the ban persisted until it was finally repealed in 2014, long after arcade games had fallen out of mainstream popularity.

Similarly, the early 1980s saw legal battles over Pac-Man clones. Companies like Atari and Midway aggressively defended their intellectual property, leading to court-ordered injunctions against blatant imitations like Puckman and Packri-Monster.

Over time, public attitudes have shifted, with earlier fears giving way to broader acceptance of gaming as entertainment.

Conclusion
The banning of video games often mirrors broader societal values, spotlighting issues such as morality, legality, and cultural sensitivities. These controversies go beyond gaming, influencing public discourse on intellectual property, violence, casinos and representation. As public perceptions evolve, the history of banned games serves as a reminder of the complex interplay between creative expression and societal boundaries.