[Congressional Record (Bound Edition), Volume 145 (1999), Part 7]
[House]
[Page 9511]
[From the U.S. Government Publishing Office, www.gpo.gov]



                   SETTING RECORD STRAIGHT ON GAMING

  The SPEAKER pro tempore (Mr. Saxton). Under a previous order of the 
House, the gentlewoman from Nevada (Ms. Berkley) is recognized for 5 
minutes.
  Ms. BERKLEY. Mr. Speaker, I am dismayed about the news articles this 
week erroneously reporting on the gaming industry. For the benefit of 
my colleagues, I want to set the record straight. I offer my comments 
on behalf of the more than 700,000 Americans who are employed by legal 
and well-regulated gaming.
  One recent article alleged that the gaming industry has caused major 
problems in our society and that it exploits the public. Another 
article includes the allegation that the only people who go to casinos 
are elderly Social Security recipients. These unfounded and outrageous 
allegations are a product of what objective researchers call the circle 
of disinformation about the gaming industry, disinformation spawned by 
a clique of antigaming zealots.
  Unfortunately, this disinformation finds its way into the press, 
misleading the public and hurting the reputation of each of the 700,000 
Americans employed by the industry.
  Gaming must be the most studied industry in the United States, and 
study after study shows that the industry's customers come from all age 
groups, all geographic areas and from all walks of life. They choose 
legal gaming as a part of their leisure activities. And study after 
study shows that, by a large margin, Americans firmly believe that 
people should be allowed to participate in gaming if they so choose to 
do so.
  Academic studies also show that legal gaming does not cause society's 
problems. To the contrary, the research on the benefits of the industry 
to the communities are lengthy and convincing. Tens of thousands of 
gaming employees are in good jobs rather than being on welfare and on 
food stamps. Two-thirds of the gaming employees report they have better 
health care because of their jobs in gaming. More than 40 percent say 
they have better access to day care as a result of employment in the 
gaming industry.
  The industry has a payroll approaching $9 billion, generating 
tremendous community economic benefits. Gaming employees buy houses and 
cars and appliances. In many areas, they have ignited economic booms. 
For example, my hometown of Las Vegas now ranks in the top three best 
cities to start up a business because of favorable taxes, a lower crime 
rate, job growth and recreational facilities and civic pride, all 
stimulated by a robust gaming economy.
  I encourage my colleagues to look closely at the well-documented 
facts about the gaming industry, rather than being influenced by the 
distortions that come from a circle of disinformation. I can use myself 
as an example, having been raised in Las Vegas. My family moved there 
38 years ago. My dad was able to get a job and, because of the robust 
economy that the gaming industry provided Las Vegas, he managed to put 
a roof over our head, food on the table, clothes on our back and two 
daughters through college and law school. The reason for that was a 
robust economy fueled by the gaming industry. I ask my colleagues to 
look to me as an example, look to my family, look to my parents, and 
look to my children as cited as examples of what good community gaming 
can foster.

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