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

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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


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JUNE 10, 2020

Moderated by: Representative Stephanie Cla layton (K (KS)

July 22, 2020 #WIGWednesday

Welcome to #WIGWednesday July 22, 2020

Getting Serio ious About Vid ideo Games

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Women In Government’s Board of Directors

Chair

  • Sen. Stacey Guerin

(R-ME)

Vice Chair

  • Rep. Cindy Ryu

(D-WA)

Treasurer

  • Rep. Lauren

Matsumoto (R-HI)

Past Chair

  • Sen. Nancy Todd

(D-CO) Secretary

  • Rep. Geran Tarr

(D-AK)

  • Asw. Lisa Krasner

(R-NV)

  • Sen. Barbara

Bollier (D-KS)

  • Sen. Mattie

Hunter (D-IL)

  • Del. Sheree Sample-

Hughes (D-MD)

  • Rep. Christie

Carpino (R-CT)

  • Rep. Heather

Crawford (R-SC)

  • Sen. Gloria Butler

(D-GA) July 8, 2020 #WIGSummerSummit

July 22, 2020 #WIGWednesday

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Let’s Keep The Conversation Going!

#WIG IGWednesday

@WomenInGovernment @WomenInGovernmentFoundation @WomenInGovt Women In Government Women In Government

#WIGSummerSummit July 8, 2020

July 22, 2020 #WIGWednesday

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Getting Serious About Video Games

Moderated By: :

#WIGSummerSummit July 8, 2020

July 22, 2020

Represe sentati tive Stephanie Cla layton (K (KS)

#WIGWednesday

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Women In In Govern rnment wel elcomes you

  • u to
  • #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

July 22, 2020 #WIGWednesday

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Getting Serious About Video Games

Featuring:

#WIGSummerSummit

July 22, 2020 Ana nastasia ia St Staten Ex Executive Di Director En Entertain inment Sof Software Asso ssociation (E (ESA) Fou

  • undatio

ion Patr tricia Vance Pres esident En Entertain inment Sof Softw tware Ra Ratin ing Boar Board (E (ESRB) Tar ara Ryan Vic Vice Pres esident of

  • f St

State Go Government Affairs, , En Entertain inment Sof Softw tware Asso ssocia iation (E (ESA) #WIGWednesday

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Getting Serious About Video Games

Women In In Government Ju July ly 22, , 2020

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ESA – Who We Are

……………………………………………………………..

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51 51.1 M - 70% of kids under 18 16 163.3M - 64% of adults over age 18

We Are A Nation of Gamers

214M 214M

Total vid ideo game pla layers in in th the U.S .S.

……………………………………………………….………………..

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Lorem Ipsum

The Game Generation

…………………………………………………………… …..

Majority of

  • f gamers ar

are be between 18 18-34 34 On Only 6% 6% mo more: gamers un under 18 18 vs. 55+ 55+

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Almost Half of Gamers are Female

MALE

………………………………………………………………..

FEMALE

………………………………………………………………..

59% 41%

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How we play

………………………………………………………………..

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QUESTIONS?

Tara Ryan tryan@theesa.com 202-689-5191

……………………………………………

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#WIGWednesday: “Getting Serious About Video Games” 22 July 2020

Women in Government

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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.

Building New Worlds Together

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EDUCATION WELLNESS DIVERSITY & INCLUSION COMMUNITY

  • pens doors by providing young people from all

backgrounds with access to engaging learning experiences that increase the likelihood of pursuing fulfilling careers and lives. is the backbone of society. Understanding others and encouraging them to express ideas and make use of their talents not only empowers individuals—it creates bonds and results in problem-solving that improves the lives of all. showcase the unique talents, skills and ideas

  • f society while driving innovation that leads

to change. A company, industry or world bereft of diversity fails to move forward. strengthens and empowers individuals to be their best. A balanced, healthy lifestyle is essential to thriving personally, professionally and as a member of a productive community.

Approaches

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By The Numbers

20M+ times students have played games from iCivics, an ESA Foundation grantee $70M+ raised for Children’s Miracle Network Hospitals by Extra Life, a 24-hour video game marathon supported by ESA Foundation 11K+ minority students reached through Bootstrap’s coding based algebra program 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

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By The Numbers

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 400+ ESA Foundation scholarships awarded to women and minority students pursuing computer and video game arts and science-related degrees 1 amazing digital game design badge for Girl Scouts interested in exploring STEAM through video games 10K+ students in LA were provided lessons in digital literacy through ESA Foundation support with partner EVERFI

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Angel l Wylie ie, schola lar r alumna mna

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Players, Makers…

Blacks, Latinx, Pacific Islanders, Indigenous people and Arabian and West Asian individuals collectively make up just 13% of game-industry employees4 Only roughly 28% of the gaming industry identify as female, transgender or another gender4 83% of black teens in the United States report playing video games compared to 71% of white teens1 49% of mobile gamers are women, and 65% of girls and women aged 10 to 65 in the U.S. play mobile games2 41% of gamers are female players of all ages3

Diversity of Game Makers Diversity of Game Players

1Pew Report (2015) 2Change the Game (Google): Why We Play (2017) 3Entertianment Software Association (2020) 4International Game Developers Association (2017)
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…Education and The Future

Eighth-grade girls score better than boys in the national tech/engineering exam (NAEP)5 Interest among girls/young women in STEM falls off during high school – a decline that continues into college and career6 Girls who play video games are 3X more likely to pursue a STEM degree than girls who are non-gamers7 Percentage of women who graduated from games programs more than doubled between 2008 and 2018, from 14% to 33%8 Over the last five years, universities welcomed a more diverse group of degree candidates8 54% of those graduating are white compared to 7% black, 17% Asian and 16% Latinx8

Increased Gender Is Only One Opportunity Girls Are Makin’ It Happen

Nearly 700 colleges and universities with courses in video game studies, and 450+ with degrees/certificates8

5National Center for Education Statistics (2018) 6NSF, Science & Engineering Indicators (2018) 7University of Surrey (2018) 8Higher Education Video Game Alliance (2019)
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Scholarship Program

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

Highlights

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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.

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Digital Experience

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Featuring Scholars

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WE INVEST in people who actively engage in transformative thinking and generate new ideas

with the potential to advance humanity in exciting ways.

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 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 INVITE you to IMAGINE a brighter future with us.

Building New Worlds Together

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ESAFoundation.org ESAFInfo@TheESA.com

“The philanthropic voice

  • f the video game

industry”

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www.esrb.org

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ESRB: A Leader in Self-Regulation

July 22, 2020

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www.esrb.org

About the ESRB

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  • Founded in 1994
  • Self-regulatory arm of ESA
  • Independently:

 Assigns ratings  Enforces marketing guidelines  Ensures responsible online privacy practices

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www.esrb.org

Three-Part Rating System

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www.esrb.org

Rating Category Breakdown

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www.esrb.org

Rating Summaries (Boxed Games)

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www.esrb.org

Resources at ESRB.org

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Ratings Guide & Search Ratings Parental Controls Contact Us ESRB Blog

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www.esrb.org

Broad Coverage for ESRB Ratings

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  • Boxed Games
  • Digitally Delivered Games
  • Mobile Apps
  • VR/AR/MR Games & Apps
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www.esrb.org

Integration w/Parental Controls

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www.esrb.org

Ratings on Boxed Games

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www.esrb.org

Ratings for Downloadable Games

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www.esrb.org

Ratings for Mobile Games

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www.esrb.org

Ratings for VR

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www.esrb.org

ESRB Enforcement System

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  • Game publishers who submit their physical games for

rating are legally bound to:

Fully disclose all pertinent content during rating process

Display ratings information on all product and marketing materials per ARC Manual requirements

Responsibly market their product per ARC Principles and Guidelines and target marketing rules

  • Sanctions include points, fines (up to $1 million),

and/or corrective actions

  • ESRB reserves the right to revoke rating and/or

rating services

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www.esrb.org

ESRB Retail Council (ERC)

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“Commitment to Parents Code” includes:

(accepted June 2006)

  • Adopting voluntary store policy not to sell M (Mature)

rated games to customers under 17 without permission from a parent

  • Posting ratings education signs, displaying accurate

game rating info on websites, providing sales associate training and customer redress

  • Participating in annual mystery shopper and online audits
  • And much more

ERC RETAIL PARTNERS:

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www.esrb.org

FTC Report to U.S. Congress (2009)

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  • Video game industry “outpaces” movie & music industries in:

 Restricting target marketing of mature-rated products to children  Clearly and prominently disclosing rating information  Restricting children’s access to mature-rated products at retail

  • Video game retailers generally are doing a good job restricting

children’s access to M-rated games, denying sales to 80% of underage shoppers.

Source: “Marketing Violent Entertainment to Children,” Federal Trade Commission, 2009

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www.esrb.org

FTC Mystery Shop Audits

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www.esrb.org

U.S. Supreme Court Ruling (2011)

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“This [rating] system does much to ensure that minors cannot purchase seriously violent games on their own, and that parents who care about the matter can readily evaluate the games their children bring home.”

JUSTICE ANTONIN SCALIA UNITED STATES SUPREME COURT

Brown vs. EMA/ESA June 27, 2011

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www.esrb.org

High Awareness and Use (in U.S.)

87% 77%

Parental Awareness of ESRB Ratings Regular Use of ESRB Ratings

Source: 2019 Hart Research Associates

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www.esrb.org

Parents Use Parental Controls

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Parents who use parental controls on a game device (computer, mobile device, or console)

72%

Source: 2019 Hart Research Associates

78%

Parents with kids ages 3-9

66%

Parents with kids ages 10-15

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www.esrb.org

ParentalTools.org

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www.esrb.org

Resources at ESRB.org

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Ratings Guide & Search Ratings Parental Controls Contact Us ESRB Blog

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www.esrb.org

In Sum

  • Consumers are informed.
  • Parents are engaged.
  • Industry deploys effective tools.
  • We takes self-regulation REALLY seriously.

50

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Questions & Answers

Featuring:

#WIGSummerSummit

July 22, 2020 Ana nastasia ia St Staten Ex Executive Di Director En Entertain inment Sof Software Asso ssociation (E (ESA) Fou

  • undatio

ion Patr tricia Vance Pres esident En Entertain inment Sof Softw tware Ra Ratin ing Boar Board (E (ESRB) Tar ara Ryan Vic Vice Pres esident of

  • f St

State Go Government Affairs, , En Entertain inment Sof Softw tware Asso ssocia iation (E (ESA) #WIGWednesday

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Register for next week’s #WIGWednesday

July 8, 2020

#WIGWednesday July 22, 2020 Ju July ly 29, 29, 2020 2020 - 3: 3:00 00 pm pm – 3: 3:30 30 pm pm ED EDT: St Stepping Up Up in n Tim imes of

  • f Cr

Cris isis: COVID-19 & Ki Kidney Fail ailure moderated by Kansas State Senator Barbara Bollier featuring Wendy Schrag, Vice President State Government Affairs, Fresenius Medical Care North America, Maria Garcia, Director of State Government Affairs, Fresenius Medical Care North America, and Shannon Gately, State Government Affairs Specialist

Register online for this free event!

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We enjoyed staying connected with you while we being physically a part!

#WIGWednesday July 22, 2020

Che heck out

  • ut all

all availa lable le #W #WIGSummerSummit it reso esources by goi

  • ing to
  • the

the even ents tab ab on

  • n www.womenin

ingovernment.org

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Con

  • ntact Wom
  • men In

In Government t toda

  • day!

Lau aura Blake, Outr utreach and and Develo lopment t Man anager lbla lblake@womenin ingovernment.org

#WIGSummerSummit

You’re Invited!