- 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
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
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
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
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
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
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
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
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
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
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
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
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