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May 2010

The Entertainment Software Association

SUPREME COURT TO HEAR CASE ON FIRST AMENDMENT PROTECTION FOR VIDEO GAMES

Supreme CourtOn April 26, the Supreme Court of the United States agreed to review Video Software Dealers Association/Entertainment Software Association v. Schwarzenegger, which centers on the constitutionality of a California law enacted in 2005 regulating the distribution of video games based on their content. Following a Ninth Circuit Court of Appeals decision that the law was unconstitutional, the state of California appealed to the Supreme Court to overturn the lower court's decision.

"The courts have ruled consistently that content-based regulation of computer and video games is unconstitutional," said Michael D. Gallagher, president and CEO of the Entertainment Software Association. "We are hopeful that the Court will reject California's invitation to break from these settled principles by treating depictions of violence, especially those in creative works, as unprotected by the First Amendment."

The computer and video game industry currently operates under a self-regulated ratings system. The Entertainment Software Rating Board provides parents and caregivers with the information they need to make the right purchasing decisions for their families.

California is not the first state to attempt the passage of laws restricting video game sales based on their content. Twelve other cases were brought before courts across the country, with each court finding these types of laws to be unconstitutional.

The ESA argues that the protections afforded newspapers, books, films, music and other forms of First Amendment protected speech also apply to computer and video games, and a large majority of the public agrees. A recent KRC Research poll found that 78 percent believe video games to be a protected form of speech. 

The public is asked to help defend computer and video games by joining the Video Game Voters Network (VGVN), a grassroots coalition of over 200,000 voting-age gamers. Members of the VGVN are encouraged to ask their friends, families and fellow gamers to join the coalition's effort to defend First Amendment protections for computer and video games. As the case moves forward, VGVN members will receive the latest news, resources and opportunities to defend the First Amendment rights of computer and video games.

Supporters can log on to www.videogamevoters.org to become a member and voice their concerns about the case. You can also connect with VGVN on Twitter and Facebook.


COMPUTER AND VIDEO GAMES TEACH VALUE OF CONSERVATION

With the recent celebration of Earth Day on April 22 and Arbor Day on April 30, many Americans are paying more attention to the impact their everyday activities have on the environment. In an effort to expand this consciousness, several government agencies, environmental organizations, and academic institutions have developed computer and video games to teach the value of conservation.

Last fall, the U.S. Fish and Wildlife Service launched Neighborhood Explorers, a computer game that encourages children 8 to 11 years old to spend more time outside learning about the environment.

Neighborhood Explorers

The game introduces children to the members of the fictional Neighborhood Explorers Club, who share stories about their fun outdoor environmental activities during their summer vacations, such as gardening or backyard bird watching. By exploring the Club's tree house and playing different games, children learn about endangered and invasive species, pollution and recycling. Other games involve a real-world element. For example, one asks children to record nature sightings in their own backyards, while another asks them to identify different species of birds. By recording their findings on the game's website, children can earn a gold, silver or bronze patch and win a tree from the Arbor Day Foundation.

Environmental advocate Conservation International also offers a series of computer games that teach children about threatened species and the habitats they need to survive. Created in collaboration with Kango, the Tales 4 Tomorrow website and games series gives children an up-close look at the lives of these animals in the wild. In Polar Passage, for example, children help polar bears navigate arctic ice floes in search of food. Through play, children earn "habitokens" that they can use to build a virtual habitat for one of seven endangered animals featured on the site.

Academic and science communities are also developing conservation-themed games for older audiences. In March 2010, the University of Virginia unveiled a new version of The Bay Game, a role-playing game in which players assume the responsibilities of fishermen, farmers, developers and policymakers in the Chesapeake Bay area. As each player makes decisions based on these roles, such as what kind of fertilizer to use on crops, the game uses scientific data to simulate that decision's impact on the Bay. Students can also chat with each other while playing the game to encourage collaborative decision-making. The game's creators hope that by testing different actions, the game will help inform public behaviors and policies that will protect the health of the Bay.

Philippe Cousteau, co-founder of Azure Worldwide and grandson of famed French oceanographer Jacques Cousteau, was present at the game's unveiling, and praised the University for creating "a pioneering tool that considers both environmental impact and the well-being of real people and communities."

These are just a few examples of how computer and video games have become successful vehicles to teach important social values. By leveraging its innovative technologies, the entertainment software industry will continue to educate and inspire different audiences to take action and solve real-world problems in ways that benefit the broader community today and for years to come.


THE CLASS OF 2010: TRANSITIONING FROM LABS TO STUDIOS

Students across the country are putting on their caps and gowns to celebrate their academic achievements as they transition into the next phase of their lives. This is an especially exciting time for graduates of the Class of 2010 who earned video game-related degrees and will soon enter the innovative, dynamic interactive entertainment industry.

On May 1, Michael D. Gallagher, the president and CEO of the ESA, spoke to students, their families, faculty and staff at the DigiPen Institute of Technology's graduation ceremony. In his commencement address, Gallagher praised graduates for their passion, commending their pursuit of careers in the computer and video game industry.

DigiPen is one of the world's leaders in education and research in computer interactive technologies. Located in Redmond, Wash., the school offers degrees in Real-Time Interactive Simulation, Production Animation, Computer Engineering, Game Design and Computer Science. In March of this year, The Princeton Review ranked the school's Game Design program as the second best undergraduate program in North America. This was the first time the college-prep service ranked this category.

DigiPen is just one of many schools that now offer courses in video game development. Over the last few years, there has been a substantial increase in the number of video game-related programs nationwide. Currently, more than 250 colleges, universities and institutions of higher learning in 37 states and the District of Columbia offer courses or degrees in computer and video game design, programming and art. From certificate programs in 3D Animation & Interactive Media to master's degrees in Computer Graphics and Game Technology, more students are learning the technical skills needed to thrive in this ever-evolving industry.

The growth in academic programs reflects the increased importance of video games on the U.S. economy and our daily lives. While rooted in entertainment, video games are having a significant economic impact within the education, health and business sectors in terms of increased productivity among employees and salary growth potential.

This transformation has positively affected the job outlook for new graduates. The entertainment software industry continues to generate many jobs that pay significantly more than the average starting salary for graduates in other U.S. industries. According to the ninth annual Game Developer Salary Survey, the average American game industry salary in 2009 was $75,573, making a career in video games a lucrative profession.

The survey found that business and marketing jobs were the highest compensated group in game development, with an average salary of $96,408 in 2009. Programmers made an average salary of $80,320, while producers pulled in an average $75,082. The industry also employs sound designers, art and animation talent, as well as game testers for quality assurance.

Academic institutions around the country deserve high praise for recognizing the increasingly prominent role that video games play in our society. New graduates entering the industry will encounter many opportunities as games continue to permeate our daily lives. With passion, dedication and hard work, graduates will be able to test the limits of what video games can make possible.

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In the News

4/28/2010 — Editorial: Video Games are Protected SpeechThe Los Angeles Times
4/27/2010 — Supreme Court to Hear Videogames CaseThe Wall Street Journal
4/27/2010 — Supreme Court to Enter Fight over Violent Video GamesThe Washington Post
4/26/2010 — Doctors Make Game out of Learning Infection ControlAmerican Medical News
4/23/2010 — New Video Game Academy Won't be Child's PlayHouston Chronicle (TX)
4/23/2010 — 3-D Video Gaming Aspires to Become SpectacleAssociated Press
4/23/2010 — ‘If I can Dream it I can Create it'Marshalltown Times-Republican (IA)
4/23/2010 — Airmen to Live Out Their Careers in CyberspaceNational Defense Magazine
4/23/2010 — The Business GameJdeshiel.Wordpress.com
4/22/2010 — Video Game Helps Alcoholics Prevent RelapseThe Orlando Sentinel (FL)
4/21/2010 — Quality Gains Through a Virtual WorldIndustry Week
4/21/2010 — Video Games and Injured VetsFederal News Radio
4/20/2010 — New Gaming Degree Program ‘Wildly Popular' at GMUThe Fairfax Times (VA)
4/18/2010 — Program Teaches Students Science of Video GamesRichmond-Times Dispatch (VA)
4/13/2010 — Avatar II: The HospitalThe Wall Street Journal
4/12/2010 — Red Hill Studios Wins NIH Grant for Interactive GameNorth Bay Business Journal (CA)
4/11/2010 — NIU Professor Brings Video Games to ClassAssociated Press
4/11/2010 — Weber State Researcher Discovers Good of GamingDeseret News (UT)
4/9/2010 — Stony Brook Gets Serious About GamesThe Stony Brook University Independent (NY)
4/8/2010 — Avatars Rising in the EnterpriseComputer World
4/8/2010 — Diabetes Is No Fun, but It Can Be a GameBusinessWeek
4/8/2010 — Cousteau Leads UVA Research GameWVIR-TV (VA)
4/7/2010 — The Future of Mine Safety TrainingWSAZ-TV (WV)
4/6/2010 — UPS Thinks Out of the Box on Driver TrainingThe Wall Street Journal
4/5/2010 — Staying Strong in Video GamesThe News and Observer (NC)
4/2/2010 — For Pro Athletes, Practice That's All in the ThumbsThe New York Times
4/2/2010 — From pong to Pinball, Fun's a Thing of the Past at Beacon ArcadeThe Poughkeepsie Journal (NY)

Latest News Releases

Quote of the Month

"The truth is that Americans love their free speech and have had enough of those who think they can dictate the limits of that fundamental right."

— Kathleen Parker, syndicated columnist for The Washington Post Writers Group

 Did You Know?

Ralph Baer was inducted into the National Inventors Hall of Fame in April for creating the first gaming system. Widely known as the "Father of Video Games," Baer invented what became known as the Magnavox Odyssey Home Video Game System in 1972. The multi-player unit was capable of playing ping pong, volleyball, football and basic shooting games. He previously received the National Medal of Technology in 2006, as well as the Developers Choice Awards "Pioneer" award in 2008 for his contributions to the video game industry.

Statistic of the Month

Thirty percent of new driver candidates failed the United Parcel Service's training program before the company introduced Integrad, a new facility incorporating video game and other technologies into a hands-on learning program. Since Integrad's launch, 90 percent of new driver candidates have passed the training program.

Contact Us

Entertainment Software Association
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For general inquiries, please email esa@theESA.com.

For members of the media only, please contact Dan Hewitt.

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