Last month, ESA President & CEO Stanley Pierre-Louis joined over 100 industry experts and innovators to represent the video game industry at The Digital Intelligence Symposium: XR+ Symposium in New York City. Presented in association with the World Economic Forum by DQ Institute, Coalition for Digital Intelligence, and Games for Change, the event explored different ways cutting-edge technologies like virtual reality, augmented reality, and mixed reality drive digital literacy and intelligence.
While the programming covered various topics like the rise of GenZ, barriers to innovation, and design around multiplayer experiences, Pierre-Louis kicked off his morning keynote address by bringing the focus back to the original (yet often-overlooked) purpose of video games: facilitating play.
“The power of play is emerging as a balance for an always online culture,” said Pierre-Louis.
In line with this theme, Pierre-Louis also co-authored a blog post with Susanna Pollack, President of Games for Change. In the post, they outline more specifically the many ways in which video games connect us:
“Unlike most other entertainment platforms, video games can connect people of all backgrounds and beliefs. When people engage in play of any kind, they are asked to take on a perspective that might be unfamiliar to them. Video games now provide the platform for this authentic, collaborative play that broadens perspectives and builds new communities by connecting people who may otherwise have never met.”
Click to learn more about the World Economic Forum, DQ Institute, and Games for Change. To read the full blog on the World Economic Forum website, click here.