• 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

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  • Press Releases

FCC Broadband Definition: ESA Reply Comments

The ESA offers its comments and perspectives on the performance consumers need to access advanced telecommunications capability.

10.07.2017

  • Data & Insights

Pokémon Go: A game changer for the physical inactivity crisis?

Pokémon Go blends a fun smartphone game with real-life, outdoor physical activity. Initial reports suggest it is a successful population level strategy to increase physical activity levels.

08.16.2017

  • Data & Insights

Students’ Experiences of Interdisciplinary Learning while Building Scientific Video Games

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.

07.20.2017

  • Data & Insights

Recent Progress in Virtual Reality Exposure Therapy for Phobias: A Systematic Review

Available evidence about virtual reality exposure therapy (VRET) reveals that virtual reality (VR) is an effective treatment for phobias. VR use will be significantly expanded in routine clinical practice in the future.

06.23.2017

  • Data & Insights

Using Xbox Kinect Motion Capture Technology to Improve Clinical Rehabilitation Outcomes

This study found that Kinect-based VR intervention was effective at improving dynamic balance in individuals with chronic severe traumatic brain injury (TBI). The potential therapeutic applications of commercial VR games are very promising.

05.31.2017

  • Statements and Filings

Vigil v. Take-Two Interactive: ESA Amicus Brief

The conclusion requested by the plaintiffs—that a party need not prove any actual damage for alleged minor procedural violations of the Biometric Information Privacy Act (“BIPA”)—would impose severe penalties for insignificant defects in notice and consent that would substantially chill innovation with respect to certain personalization features preferred and enjoyed by a vast number of users.

05.24.2017

  • Data & Insights

Active Video Gaming Compared to Treadmill Walking and TV Watching in Obese Children and Adolescents

This study found that active video games (AVG) were effective at increasing energy expenditure and activity levels in children and adolescents with obesity. Active video games can be a therapeutic tool to improve cardiovascular fitness, muscular strength, and body awareness.

05.18.2017

  • Data & Insights

A Blended Web-Based Gaming Intervention on Changes in Physical Activity for Overweight and Obese Employees: Influence and Usage in an Experimental Pilot Study

The results of this study found that web-based gaming intervention was successful at increasing physical activity in overweight workers. Such interventions have the potential to help combat the obesity epidemic.

05.18.2017

  • Data & Insights

The effects of video game therapy on balance and attention in chronic ambulatory traumatic brain injury: an exploratory study

This study found video game therapy (VGT) to be a viable treatment option for patients struggling with balance and attentive disorders following chronic traumatic brain injury. Video game therapy's reward-learning approach was proven more effective than traditional balance platform therapy (BPT) at significantly improving these areas.

05.10.2017

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