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  • ESA Applauds US Trade Representative’s 2017 List of Notorious Markets

    Press Releases /

    The Entertainment Software Association (ESA), which represents the US video game industry, commended today’s release of the 2017 Special 301 Out-of-Cycle Review of Notorious Markets by US Trade Representative Robert Lighthizer.

  • Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal

    Academic Research /

    "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…

  • ESA Responds to WHO’s Proposed Disorder Classification

    Press Releases /

    "The World Health Organization knows that common sense and objective research prove video games are not addictive. And, putting that official label on them recklessly trivializes real mental health issues like depression and social anxiety disorder, which deserve treatment and the full attention of the medical community. We strongly encourage…

  • Lohan and Gravano – ESA Motion for Leave and Amicus Brief

    Policy Filings /

    Specifically, ESA seeks to provide information to the Court regarding the expressive nature of video games and to explain to the Court that it should interpret “advertising” and “trade” under Section 51 so as not to cover video games and other expressive works.

  • So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game

    Academic Research /

    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.

  • Ludoliteracy: The Unfinished Business of Media Literacy

    Academic Research /

    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…

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