• Data & Insights

Active Video Gaming Compared to Treadmill Walking and TV Watching in Obese Children and Adolescents

This study found that active video games (AVG) were effective at increasing energy expenditure and activity levels in children and adolescents with obesity. Active video games can be a therapeutic tool to improve cardiovascular fitness, muscular strength, and body awareness.

05.18.2017

  • Data & Insights

A Blended Web-Based Gaming Intervention on Changes in Physical Activity for Overweight and Obese Employees: Influence and Usage in an Experimental Pilot Study

The results of this study found that web-based gaming intervention was successful at increasing physical activity in overweight workers. Such interventions have the potential to help combat the obesity epidemic.

05.18.2017

  • Data & Insights

The effects of video game therapy on balance and attention in chronic ambulatory traumatic brain injury: an exploratory study

This study found video game therapy (VGT) to be a viable treatment option for patients struggling with balance and attentive disorders following chronic traumatic brain injury. Video game therapy's reward-learning approach was proven more effective than traditional balance platform therapy (BPT) at significantly improving these areas.

05.10.2017

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  • Data & Insights

2017 Essential Facts About the Computer and Video Game Industry

ESA surveys more than 4,000 American households and the heads of and most frequent gamers within each household about their video game playing habits and attitudes, resulting in these survey results for 2017.

05.05.2017

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  • Data & Insights

Mobile Learning Game Effectiveness in Cognitive Learning by Adults: A Comparative Study

This study found mobile learning games (MLG) to be as effective as traditional textbook learning at transferring factual knowledge. In light of their popularity, mobile learning games have unquestionable potential as a learning method.

04.21.2017

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  • Data & Insights

Assessing implicit science learning in digital games

This study explores ways to measure implicit learning through Game-Based Learning Assessments (GBLA). GBLA has promising applications in adaptive games and in-class, data-driven formative assessments.

04.14.2017

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  • Data & Insights

Some Video Games Can Increase the Player’s Creativity

This study explores how video games effect and enhance creativity. Video games--especially sandbox and puzzle games--can be effective at putting people into a more creative state of mind.

04.14.2017

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  • Data & Insights

The Link Between Playing Video Games and Positive Youth Outcomes

Recent studies are highlighting the positive effects video games can have on young players. Different studies have found links between playing video games and enhanced well-being, problem-solving skills, intergroup relations, and physical activity.

03.17.2017

  • Data & Insights

Lack of Evidence That Neural Empathic Responses Are Blunted in Excessive Users of Violent Video Games

This study found that violent video games did not cause emotional desensitization or blunt neural responses to empathy. These results highlight the lack of evidence supporting the hypothesis that violent video games cause aggression.

03.09.2017

  • Statements and Filings

DMCA Section 1201 Study: ESA Reply Comments

The video game industry is pursuing many initiatives to improve game play accessibility, and communities of gamers are working to assist disabled persons to enjoy video games as well.

01.01.2017

  • Data & Insights

2017 Economic Impact Report

Video Games in the 21st Century: The 2017 Report measures the economic contributions made by the US entertainment software industry to the American economy.

01.01.2017

  • Events

CTIA “Our Mobile Nation” Panel Discussion

On September 8, 2016, ESA President and CEO Mike Gallagher participated in a panel discussion about the steps future administration should take to ensure the U.S. is a mobile wireless nation.

09.09.2016

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