2018 was a record-breaking year for our industry, with total video game sales exceeding $43.4 billion. Over 166 million adults in the United States play video games and three-quarters of all Americans have at least one gamer in their household. As the leading form of entertainment today, video games are an integral part of American…
ESA surveys more than 4,000 American households (including the heads of and most frequent gamers within each household) about their video game playing habits and attitudes, resulting in these survey results for 2018.
This study explores ways commercial video games may be used to develop useful skills and competencies in undergraduate students. An examination of student attitudes revealed a broadly positive perception of games’ efficacy for skills development.
This study explored ways in which game-based interventions could reduce body mass index (BMI) among children who were overweight or obese. Such interventions may have the potential to help combat the obesity epidemic.
“The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming.”
This study uses a VR horror game to explore the relationship between horror self-efficacy, physiological arousal, and fear on enjoyment and future intention to play similar games. The results help shed light on why some individuals enjoy frightening content.
This article advocates for the incorporation of digital games and digital gaming into media literacy. An understanding of the place of digital games in society–ludoliteracy–must be taught if we want citizens to have the necessary skill sets to understand, create, analyze and enjoy playful media–a language and experience that permeates modern life.
Research demonstrates that video games can have a positive impact on physical and mental health. Playing popular video games improves visual attention, contrast sensitivity, spatial navigation, strategic planning, and fine motor skills in the hands.
This study explores how students experience interdisciplinary learning–specifically game jams, hackathons, and similar group game creation events. These events provide young people with exciting opportunities, foster innovation, and strengthen teamwork skills–all of which are essential to working in industry.