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  • Statements and Filings

DMCA Section 1201 Rulemaking: ESA Opposition to MADE’s Exemption Request

ESA and its member companies are committed to, and actively support, serious professional efforts to preserve video games and recognize the industry’s creative contributions under circumstances that do not jeopardize game companies’ rights under copyright law.

02.13.2018

  • Press Releases

Gamer Passes to E3 2018 on Sale Beginning February 12

Following an enormously successful, gamer-powered show in 2017, E3 invites the global video game community to experience its best E3 yet, taking place June 12-14, 2018, at the Los Angeles Convention Center. The Entertainment Software Association (ESA), the trade association that represents the US video game industry and owns and produces E3, today announced that E3 public ticket sales will begin on Monday, February 12, at 12 p.m. Eastern.

02.09.2018

  • Data & Insights

Impact of Game-Based Health Promotion Programs on Body Mass Index in Overweight/Obese Children and Adolescents: A Systematic Review and Meta-Analysis of Randomized Controlled Trials

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.

02.01.2018

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  • Press Releases

Entertainment Software Association’s Statement on the Immigration Innovation Act

"A pro-growth H-1B visa program is a critical part of our nation’s economic, technological, and creative development. Sen. Hatch’s proposal is a forward-thinking approach to continuing the expansion of America's world-class, high-skilled workforce."

01.27.2018

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  • Press Releases

US Video Game Industry Revenue Reaches $36 Billion in 2017

The US video game industry generated a record $36 billion in revenue in 2017, up 18 percent from 2016, according to new data released today by the Entertainment Software Association (ESA) and The NPD Group.

01.19.2018

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  • Press Releases

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

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.

01.13.2018

  • Statements and Filings

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

"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."

01.08.2018

  • Press Releases

ESA Responds to WHO’s Proposed Disorder Classification

"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 the WHO to reverse direction on its proposed action.”

01.05.2018

  • Statements and Filings

Lohan and Gravano – ESA Motion for Leave and Amicus Brief

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.

12.22.2017

  • Data & Insights

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

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.

12.06.2017

  • Data & Insights

Ludoliteracy: The Unfinished Business of Media Literacy

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.

11.09.2017

  • Industry Updates

Prescribing PlayStation: When Video Games Are Good for Kids

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.

10.19.2017

The Entertainment Software Association serves as the voice and advocate for the video game industry. Our mission is to help expand and protect the innovative and creative marketplace for creators and publishers in the United States.

Contact us

  • Year Founded
    1994
  • Location
    Washington, DC
  • No. of Members
    20
  • President and CEO
    Stanley Pierre-Louis