getting serio ious about vid ideo games
play

Getting Serio ious About Vid ideo Games Moderated by: - PowerPoint PPT Presentation

Welcome to #WIGWednesday July 22, 2020 Getting Serio ious About Vid ideo Games Moderated by: Representative Stephanie Cla layton (K (KS) JUNE 10, 2020 #WIGWednesday July 22, 2020 Women In Governments Board of Directors Secretary


  1. Welcome to #WIGWednesday July 22, 2020 Getting Serio ious About Vid ideo Games Moderated by: Representative Stephanie Cla layton (K (KS) JUNE 10, 2020 #WIGWednesday July 22, 2020

  2. Women In Government’s Board of Directors Secretary Chair Treasurer Past Chair Vice Chair Sen. Barbara Rep. Geran Tarr Sen. Stacey Guerin Rep. Lauren Sen. Nancy Todd Rep. Cindy Ryu Bollier (D-KS) (D-AK) (R-ME) (D-WA) Matsumoto (R-HI) (D-CO) Sen. Mattie Sen. Gloria Butler Rep. Heather Asw. Lisa Krasner Del. Sheree Sample- Rep. Christie Hunter (D-IL) (D-GA) (R-NV) Crawford (R-SC) Hughes (D-MD) Carpino (R-CT) #WIGSummerSummit July 8, 2020 #WIGWednesday July 22, 2020

  3. Let’s Keep The Conversation Going! #WIG IGWednesday @WomenInGovernment @WomenInGovernmentFoundation @WomenInGovt Women In Government Women In Government #WIGSummerSummit July 8, 2020 #WIGWednesday July 22, 2020

  4. Getting Serious About Video Games Moderated By: : #WIGSummerSummit July 8, 2020 Represe sentati tive Stephanie Cla layton (K (KS) #WIGWednesday July 22, 2020

  5. Women In In Govern rnment wel elcomes you ou to o #W #WIGSummerS rSummit! 1. All participants are muted through the system. 2. We will have a Q&A period at the end of the presentation, be sure to use the Chat Box feature to ask questions! 3. This virtual round-table event will be recorded and provided on our website once the event is over. #WIGSummerSummit July 8, 2020 #WIGWednesday July 22, 2020

  6. Getting Serious About Video Games Featuring: Ana nastasia ia St Staten Tar ara Ryan Patr tricia Vance Ex Executive Di Director Vic Vice Pres esident of of St State Pres esident En Entertain inment Go Government Affairs, , En Entertain inment Sof Softw tware Software Asso Sof ssociation #WIGSummerSummit En Entertain inment Sof Softw tware Ratin Ra ing Boar Board (E (ESRB) (E (ESA) Fou oundatio ion Asso ssocia iation (E (ESA) #WIGWednesday July 22, 2020

  7. Getting Serious About Video Games Women In In Government Ju July ly 22, , 2020

  8. ESA – Who We Are ……………………………………………………………..

  9. We Are A Nation of Gamers ……………………………………………………….……………….. 51 51.1 M - 70% of kids under 18 16 163.3M - 64% of adults over age 18 214M 214M Total vid ideo game pla layers in in th the U.S .S.

  10. Lorem Ipsum The Game Generation …………………………………………………………… ….. Majority of of gamers ar are be between 18 18-34 34 On Only 6% 6% mo more: gamers un under 18 18 vs. 55+ 55+

  11. Almost Half of Gamers are Female MALE ……………………………………………………………….. 59% FEMALE ……………………………………………………………….. 41%

  12. How we play ………………………………………………………………..

  13. QUESTIONS? …………………………………………… Tara Ryan tryan@theesa.com 202-689-5191

  14. Women in Government #WIGWednesday : “Getting Serious About Video Games” 22 July 2020

  15. Building New Worlds Together The ESA Foundation harnesses the power of video games to nurture creativity, innovation and learning opportunities that galvanize the strengths of diverse communities and help solve the world’s biggest challenges through collaboration and compassion for others.

  16. Approaches DIVERSITY & EDUCATION INCLUSION opens doors by providing young people from all backgrounds with access to engaging learning showcase the unique talents, skills and ideas experiences that increase the likelihood of of society while driving innovation that leads pursuing fulfilling careers and lives. to change. A company, industry or world bereft of diversity fails to move forward. COMMUNITY WELLNESS is the backbone of society. Understanding others strengthens and empowers individuals to be and encouraging them to express ideas and make their best. A balanced, healthy lifestyle is use of their talents not only empowers essential to thriving personally, individuals — it creates bonds and results in professionally and as a member of a problem-solving that improves the lives of all. productive community.

  17. By The Numbers $70M+ raised for Children’s Miracle Network Hospitals by Extra Life, a 24-hour video game marathon supported by ESA Foundation 20M+ times students have played games from iCivics, an ESA Foundation grantee 90K+ students offered curriculum in video game design through ESA Foundation grantee, After-School All-Stars 50K+ free copies HopeLab distributed of its original Re- Mission game with ESA Foundation’s support 11K+ minority students reached through Bootstrap’s coding based algebra program

  18. By The Numbers 10K+ students in LA were provided lessons in digital literacy through ESA Foundation support with partner EVERFI 400+ ESA Foundation scholarships awarded to women and minority students pursuing computer and video game arts and science-related degrees 161 scholarships provided by ESA Foundation and ThanksUSA, to the children and spouses of American servicemembers since 2009 144 charities and nonprofits supported by ESA Foundation grants 1 amazing digital game design badge for Girl Scouts interested in exploring STEAM through video games

  19. Angel l Wylie ie, schola lar r alumna mna

  20. Diversity of Game Players 83% of black teens in the United States report playing video games compared to 71% of white teens 1 49% of mobile gamers are women, and 65% of girls and women aged 10 to 65 in the U.S. play mobile games 2 Players, 41% of gamers are female players of all ages 3 Makers… Diversity of Game Makers Blacks, Latinx, Pacific Islanders, Indigenous people and Arabian and West Asian individuals collectively make up just 13% of game-industry employees 4 Only roughly 28% of the gaming industry identify as female, transgender or another gender 4 1 Pew Report (2015) 2 Change the Game (Google): Why We Play (2017) 3 Entertianment Software Association (2020) 4 International Game Developers Association (2017)

  21. …Education and The Future Girls Are Makin’ It Happen Increased Gender Is Only One Opportunity Eighth-grade girls score better than boys in the national Over the last five years, universities welcomed a tech/engineering exam (NAEP) 5 more diverse group of degree candidates 8 Interest among girls/young women in STEM falls off 54% of those graduating are white compared to 7% during high school – a decline that continues into college black, 17% Asian and 16% Latinx 8 and career 6 Nearly 700 colleges and universities with courses in Girls who play video games are 3X more likely to pursue a video game studies, and 450+ with degrees/certificates 8 STEM degree than girls who are non-gamers 7 Percentage of women who graduated from games programs more than doubled between 2008 and 2018, 5 National Center for Education Statistics (2018) from 14% to 33% 8 6 NSF, Science & Engineering Indicators (2018) 7 University of Surrey (2018) 8 Higher Education Video Game Alliance (2019)

  22. Scholarship Program Highlights Monetary and non-monetary Opportunities • Three scholarship funds for women and minorities (BIPOC, LGBTQI+): 1. STEAM: CS + video game arts and sciences 2. Plus – LGBTQI+ community service 3. Collegiate esports athletes • Professional Development • Scholar Alumni: Working at companies such as Microsoft, Ubisoft, DreamWorks, Activision and Google

  23. Encouraging Young Women DESIGN CHALLENGE 2020 Be a game changer. Share your idea for an original mobile game. • 13 and 18 years old • Cool swag • Online workshop led by Girls Make Games to discover how to create real playable games and collect all the know-how and tools to go pro • Online course to earn a certificate of completion and a new Chromebook! Head to g.co/ctgdesignchallenge to enter today.

  24. Digital Experience

  25. Featuring Scholars

  26. Building New Worlds Together WE INVEST in people who actively engage in transformative thinking and generate new ideas with the potential to advance humanity in exciting ways. WE EMPOWER people to follow their passions and express their unique voices with authenticity, so that others may learn from and embrace their cultures and contributions. WE ENCOURAGE the next generation of innovators to contribute positively to the lives of others and challenge us all to think differently. WE COLLABORATE with partners who value creativity and invest in talented young people who, as future leaders, will make a difference in the world. WE INVITE you to IMAGINE a brighter future with us.

  27. “The philanthropic voice of the video game industry” ESAFoundation.org ESAFInfo@TheESA.com

  28. ESRB: A Leader in Self-Regulation July 22, 2020 www.esrb.org 29

  29. About the ESRB • Founded in 1994 • Self-regulatory arm of ESA • Independently:  Assigns ratings  Enforces marketing guidelines  Ensures responsible online privacy practices www.esrb.org 30

  30. Three-Part Rating System www.esrb.org 31

  31. Rating Category Breakdown www.esrb.org 32

  32. Rating Summaries (Boxed Games) www.esrb.org 33

  33. Resources at ESRB.org Ratings Guide & Search Ratings Parental Controls ESRB Blog Contact Us www.esrb.org 34

Download Presentation
Download Policy: The content available on the website is offered to you 'AS IS' for your personal information and use only. It cannot be commercialized, licensed, or distributed on other websites without prior consent from the author. To download a presentation, simply click this link. If you encounter any difficulties during the download process, it's possible that the publisher has removed the file from their server.

Recommend


More recommend