As I began high school during the coronavirus pandemic, many stressors like isolation, fear, and boredom were soothed through my love for gaming. I met many new friends online who gave me a sense of friendship through the mass quarantine. For this reason, gaming kept me hopeful for the future and mentally sane until the mandates were lifted. Unfortunately, many of my peers don’t have a similar experience for those same two years. Even after society reverted to normal conditions, these negative effects continued to increase among my generation.
Recently I came across a post online, highlighting potential reasons for this negative spike in the mental health of today's youth. Many causes were listed such as social media, standardized testing, and processed foods. But the primary cause that caught my attention was a lack of third spaces.
A third space can be defined as a location one regularly visits that is not their home, school, or workplace. Third places encourage interaction to fulfill social needs, and many teenagers lack such a space to do so. Most forms of public entertainment typically come with a hefty price tag, while the police are heavy on loitering and skateboarding among teens. For those who experience bullying at school, and lack stability at home, they typically cope through addictive internet usage or substance use.
From a young age, video games were what I used to cope with any mental challenges. That time playing alone, with family, and friends regulated my stress, improved my relationships, and kept me looking forward to the future to play again. Today, many others share a similar sentiment for gaming as it’s a popular hobby that creates social circles. But what about the kids who don’t have an expensive gaming console, much less afford the newest games that increase in price by the day?
Volunteering with my city’s youth council, I learned that many students my age attend church and volunteer as a means to have a third place, even if they don’t necessarily enjoy the activity at hand. But living in Florida until my junior year of high school, my third place was perfect. Flynn’s Arcade was the best afterschool spot. I met other people my age who shared my interests while learning about new hobbies, bought snacks and drinks (the water was free), and played video games on all types of computers, consoles, and even plenty of monitors you could plug your laptop into. Games weren't limited to video form either, they had cards, dominoes, board games, and roleplay tabletops such as Dungeons and Dragons.
I aspire to create a third space, similar to the one I had, for the sake of our youth’s mental health. A modern arcade here in Killeen, Texas that provides teens an opportunity to work as an employee, meet new friends with similar interests, have access to expensive devices, eat and socialize, or even just study on their lonesome using a provided computer, would dramatically improve the mental health of my generation. Keeping the prices of use and entry reasonably low for teenage wallets is imperative to ensure they have access to come in the first place, such as providing free water and free activities/services. Services could even be accessed through volunteer hours as a second form of payment. This could potentially strengthen the youth’s relationship with their community, intrapersonal skills, and mental health. Through the international organization DECA, I began to learn the principles of entrepreneurship and attain investors/loans. Once I graduate college, I hope to use the business skills obtained to successfully gift the next generation a third space.