• Statements and Filings

Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal

"The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming."

01.08.2018

  • Press Releases

ESA Responds to WHO’s Proposed Disorder Classification

"The World Health Organization knows that common sense and objective research prove video games are not addictive. And, putting that official label on them recklessly trivializes real mental health issues like depression and social anxiety disorder, which deserve treatment and the full attention of the medical community. We strongly encourage the WHO to reverse direction on its proposed action.”

01.05.2018

  • Statements and Filings

Lohan and Gravano – ESA Motion for Leave and Amicus Brief

Specifically, ESA seeks to provide information to the Court regarding the expressive nature of video games and to explain to the Court that it should interpret “advertising” and “trade” under Section 51 so as not to cover video games and other expressive works.

12.22.2017

  • Data & Insights

So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game

This study uses a VR horror game to explore the relationship between horror self-efficacy, physiological arousal, and fear on enjoyment and future intention to play similar games. The results help shed light on why some individuals enjoy frightening content.

12.06.2017

  • Data & Insights

Ludoliteracy: The Unfinished Business of Media Literacy

This article advocates for the incorporation of digital games and digital gaming into media literacy. An understanding of the place of digital games in society--ludoliteracy--must be taught if we want citizens to have the necessary skill sets to understand, create, analyze and enjoy playful media--a language and experience that permeates modern life.

11.09.2017

  • Industry Updates

Prescribing PlayStation: When Video Games Are Good for Kids

Research demonstrates that video games can have a positive impact on physical and mental health. Playing popular video games improves visual attention, contrast sensitivity, spatial navigation, strategic planning, and fine motor skills in the hands.

10.19.2017

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  • Press Releases

FCC Broadband Definition: ESA Reply Comments

The ESA offers its comments and perspectives on the performance consumers need to access advanced telecommunications capability.

10.07.2017

  • Data & Insights

Pokémon Go: A game changer for the physical inactivity crisis?

Pokémon Go blends a fun smartphone game with real-life, outdoor physical activity. Initial reports suggest it is a successful population level strategy to increase physical activity levels.

08.16.2017

  • Data & Insights

Students’ Experiences of Interdisciplinary Learning while Building Scientific Video Games

This study explores how students experience interdisciplinary learning--specifically game jams, hackathons, and similar group game creation events. These events provide young people with exciting opportunities, foster innovation, and strengthen teamwork skills--all of which are essential to working in industry.

07.20.2017

  • Data & Insights

Recent Progress in Virtual Reality Exposure Therapy for Phobias: A Systematic Review

Available evidence about virtual reality exposure therapy (VRET) reveals that virtual reality (VR) is an effective treatment for phobias. VR use will be significantly expanded in routine clinical practice in the future.

06.23.2017

  • Data & Insights

Using Xbox Kinect Motion Capture Technology to Improve Clinical Rehabilitation Outcomes

This study found that Kinect-based VR intervention was effective at improving dynamic balance in individuals with chronic severe traumatic brain injury (TBI). The potential therapeutic applications of commercial VR games are very promising.

05.31.2017

  • Statements and Filings

Vigil v. Take-Two Interactive: ESA Amicus Brief

The conclusion requested by the plaintiffs—that a party need not prove any actual damage for alleged minor procedural violations of the Biometric Information Privacy Act (“BIPA”)—would impose severe penalties for insignificant defects in notice and consent that would substantially chill innovation with respect to certain personalization features preferred and enjoyed by a vast number of users.

05.24.2017

The Entertainment Software Association serves as the voice and advocate for the video game industry. Our mission is to help expand and protect the innovative and creative marketplace for creators and publishers in the United States.

Contact us

  • Year Founded
    1994
  • Location
    Washington, DC
  • No. of Members
    20
  • President and CEO
    Stanley Pierre-Louis