Policy Positions

We support policies that protect creative works, promote innovation, and expand the dynamic marketplace for the video game industry.

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results in Evolving Industry.
  • Video Game Industry Impact: California

    ESA Research /

    California is famous for many things--including a vibrant video game industry. There are more than 619 video game company locations in the state, including offices for ­­2K, 505 Games, Activision Blizzard, Amazon Games, BANDAI NAMCO Entertainment, Capcom, Deep Silver, Electronic Arts, GungHo Online Entertainment, Intellivision Entertainment, Konami, XSEED Games, Natsume, NCSOFT, Nexon, Nintendo, NVIDIA, Riot Games,…

  • Video Games, Esports, and the Power of Play: Celebrating the Game Generation at the Washington Post

    Events / Perspectives /

    Video game champions from different backgrounds gathered to celebrate the Game Generation and Power of Play—a groundbreaking event highlighting the rich and positive impact of video games.

  • Future Achievers

    Perspectives /

    During Black History Month, as we recognize invaluable past and present accomplishments, the ESA Foundation focuses on tomorrow’s innovators.

  • ESA Foundation Opens the 2020-21 Scholarship Application Process with its First-Ever College Esports Program for American Women & Minorities

    Press Releases /

    The esports scholarship is one of three the Foundation now offers college students seeking a career in the video game industry. Applications are due March 2.

  • ESA Statement on Sony E3 2020 Announcement

    Statements /

    "E3 is a signature event celebrating the video game industry and showcasing the people, brands and innovations redefining entertainment loved by billions of people around the world."

  • Diving into Learning Games with #EdGamesExpo

    Perspectives /

    A fireside chat at ESA HQ kicked off the start of the seventh annual #EdGamesExpo, the Department of Education's annual public showcase and celebration of educational learning games as well as innovative forms of learning technologies for children and students in education and special education.

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