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All Eyes on the Video Game Industry as E3 2019 Comes to a Close

E3 2020 will be held June 9-11 at the Los Angeles Convention Center LOS ANGELES – June 13, 2019 – E3, where the world gathers to see and shape the future of the video game industry, concluded today, offering millions of gamers around the globe a look into the future of the $135 billion industry….

Global Video Game Industry Calls Upon World Health Organization to Reverse Video Game Classification

May 25, 2019 – The global video game industry, including representatives from across Europe, the United States, Canada, Australia, New Zealand, South Korea, South Africa, and Brazil, called on World Health Organization (WHO) Member States to rethink their decision today to include “Gaming Disorder” in the 11th edition of the International Classification of Diseases (ICD-11)….

ESA Announces Stanley Pierre-Louis as its Next President and CEO

Stanley Pierre-Louis, an industry executive with more than two decades of entertainment experience, will be the Entertainment Software Association’s (ESA) new President and CEO. The ESA is the industry body representing the $43.4 billion U.S. video game industry. The association made the announcement at a time when more than 164 million adults in the United States play video games, and three-quarters of all Americans have at least one video game player in their household.

65% of American Adults Enjoy Playing Video Games

New study debunks common misconceptions associated with video game players WASHINGTON – May 9, 2019 – More than 164 million adults in the United States play video games, and three-quarters of all Americans have at least one video game player in their household, according to a new survey entitled “2019 Essential Facts About the Computer…

Entertainment Software Association Congratulates U.S. Government for Protecting and Enforcing Intellectual Property Internationally

ESA commended the Office of the United States Trade Representative (USTR) on its annual “Special 301” Report and Notorious Markets List. The Special 301 report highlights shortcomings in the protection and enforcement of U.S. copyrights, trademarks and patents as well as deficiencies in market access for U.S. intellectual property-intensive industries in trading partner countries.

Entertainment Software Association Applauds Appointment of Karyn Temple as Register of Copyrights

WASHINGTON — March 27, 2019 — The Entertainment Software Association (ESA), which represents the U.S. video game industry, welcomed today’s announcement by the Librarian of Congress, Dr. Carla Hayden, to appoint Karyn Temple as the permanent Register of Copyrights. “We are thrilled to see Karyn Temple’s appointment as the Register of Copyrights,” said acting ESA…

Entertainment Software Association Begins 2019 With Six New Member Companies

On February 7, 2019, the Entertainment Software Association (ESA) welcomed as new members Intellivision Entertainment, Natsume Inc., Riot Games, SEGA of America, THQ Nordic, and Wizards of the Coast. The American video game industry enters the new year with its economic and social impact at an all-time high.

U.S. Video Game Sales Reach Record-Breaking $43.4 Billion in 2018

“The impressive economic growth of the industry announced today parallels the growth of the industry in mainstream American culture,” said acting ESA President and CEO Stanley Pierre-Louis. “Across the nation, we count people of all backgrounds and stages of life among our most passionate video game players and fans. Interactive entertainment stands today as the most influential form of entertainment in America.”

Entertainment Software Association Statement on December 3 Dialogue with World Health Organization

“It’s our hope that through continued dialogue we can help the WHO avoid rushed action and mistakes that could take years to correct. The billions of video game players around the world who will be affected by an ICD-11 classification error deserve action based on meticulous research. As an industry we are committed to collaborating with stakeholders, researchers, policymakers, and parents to ensure best-in-class ratings, parental controls, and other tools help video game players and parents understand and manage healthy video game play.”

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