- Industry Updates
A Letter From Our CEO – 30 Years of ESA
As President and CEO of the Entertainment Software Association, it is my privilege to lead the organization that serves as the voice and advocate for the U.S video game industry.
06.06.2024
As President and CEO of the Entertainment Software Association, it is my privilege to lead the organization that serves as the voice and advocate for the U.S video game industry.
06.06.2024
Annual data from the ESA reveal video games’ cultural and social emotional impact holds strong across generations.
05.16.2024
The ESA team recently hit the streets of Nashville to help parents better understand video games.
05.07.2024
A statement on the nomination of Deborah Robinson to serve as the U.S. Intellectual Property Enforcement Coordinator.
02.07.2024
11.22.2024
11.07.2024
10.25.2024
"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
"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
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
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
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
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
The ESA offers its comments and perspectives on the performance consumers need to access advanced telecommunications capability.
10.07.2017
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
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
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
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
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