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
Some Video Games Can Increase the Player’s Creativity
This study explores how video games effect and enhance creativity. Video games--especially sandbox and puzzle games--can be effective at putting people into a more creative state of mind.
04.14.2017
The Link Between Playing Video Games and Positive Youth Outcomes
Recent studies are highlighting the positive effects video games can have on young players. Different studies have found links between playing video games and enhanced well-being, problem-solving skills, intergroup relations, and physical activity.
03.17.2017
Lack of Evidence That Neural Empathic Responses Are Blunted in Excessive Users of Violent Video Games
This study found that violent video games did not cause emotional desensitization or blunt neural responses to empathy. These results highlight the lack of evidence supporting the hypothesis that violent video games cause aggression.
03.09.2017
DMCA Section 1201 Study: ESA Reply Comments
The video game industry is pursuing many initiatives to improve game play accessibility, and communities of gamers are working to assist disabled persons to enjoy video games as well.
01.01.2017
2017 Economic Impact Report
Video Games in the 21st Century: The 2017 Report measures the economic contributions made by the US entertainment software industry to the American economy.
01.01.2017
CTIA “Our Mobile Nation” Panel Discussion
On September 8, 2016, ESA President and CEO Mike Gallagher participated in a panel discussion about the steps future administration should take to ensure the U.S. is a mobile wireless nation.
09.09.2016
Video Games: Attitudes and Habits of Adults Age 50-Plus
Americans over 50 express their views around where they play video games, the types of games they play, their reasons for playing and with whom.
07.02.2016
University of Texas-Austin: Opportunities in the Growing Video Game Industry
On May 12, 2016, ESA President and CEO Mike Gallagher discussed the state of the video game industry and opportunities in the video game industry at the University of Texas-Austin.
05.13.2016
Becker College: Opportunities in the Growing Video Game Industry
On March 8, 2016, ESA President and CEO Mike Gallagher delivered remarks about the state of the video game industry – where it has been, how it has evolved, where it's heading, and how everyone can get involved at Becker College.
03.08.2016