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
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
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
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
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
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
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
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
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
2017 Essential Facts About the Computer and Video Game Industry
ESA surveys more than 4,000 American households and the heads of and most frequent gamers within each household about their video game playing habits and attitudes, resulting in these survey results for 2017.
05.05.2017
Mobile Learning Game Effectiveness in Cognitive Learning by Adults: A Comparative Study
This study found mobile learning games (MLG) to be as effective as traditional textbook learning at transferring factual knowledge. In light of their popularity, mobile learning games have unquestionable potential as a learning method.
04.21.2017
Assessing implicit science learning in digital games
This study explores ways to measure implicit learning through Game-Based Learning Assessments (GBLA). GBLA has promising applications in adaptive games and in-class, data-driven formative assessments.
04.14.2017