JUNE 10, 2020
Moderated by: Representative Stephanie Cla layton (K (KS)
July 22, 2020 #WIGWednesday
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
JUNE 10, 2020
Moderated by: Representative Stephanie Cla layton (K (KS)
July 22, 2020 #WIGWednesday
Chair
(R-ME)
Vice Chair
(D-WA)
Treasurer
Matsumoto (R-HI)
Past Chair
(D-CO) Secretary
(D-AK)
(R-NV)
Bollier (D-KS)
Hunter (D-IL)
Hughes (D-MD)
Carpino (R-CT)
Crawford (R-SC)
(D-GA) July 8, 2020 #WIGSummerSummit
July 22, 2020 #WIGWednesday
#WIG IGWednesday
@WomenInGovernment @WomenInGovernmentFoundation @WomenInGovt Women In Government Women In Government
#WIGSummerSummit July 8, 2020
July 22, 2020 #WIGWednesday
Moderated By: :
#WIGSummerSummit July 8, 2020
July 22, 2020
Represe sentati tive Stephanie Cla layton (K (KS)
#WIGWednesday
Women In In Govern rnment wel elcomes you
#WIGSummerS rSummit!
Box feature to ask questions!
the event is over.
#WIGSummerSummit July 8, 2020
July 22, 2020 #WIGWednesday
Featuring:
#WIGSummerSummit
July 22, 2020 Ana nastasia ia St Staten Ex Executive Di Director En Entertain inment Sof Software Asso ssociation (E (ESA) Fou
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
State Go Government Affairs, , En Entertain inment Sof Softw tware Asso ssocia iation (E (ESA) #WIGWednesday
Women In In Government Ju July ly 22, , 2020
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51 51.1 M - 70% of kids under 18 16 163.3M - 64% of adults over age 18
Total vid ideo game pla layers in in th the U.S .S.
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Majority of
are be between 18 18-34 34 On Only 6% 6% mo more: gamers un under 18 18 vs. 55+ 55+
Almost Half of Gamers are Female
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#WIGWednesday: “Getting Serious About Video Games” 22 July 2020
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.
EDUCATION WELLNESS DIVERSITY & INCLUSION COMMUNITY
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
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.
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
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
Angel l Wylie ie, schola lar r alumna mna
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)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)Monetary and non-monetary Opportunities
(BIPOC, LGBTQI+): 1. STEAM: CS + video game arts and sciences 2. Plus – LGBTQI+ community service 3. Collegiate esports athletes
Microsoft, Ubisoft, DreamWorks, Activision and Google
Highlights
DESIGN CHALLENGE 2020 Be a game changer.
Share your idea for an original mobile game.
to create real playable games and collect all the know-how and tools to go pro
Chromebook! Head to g.co/ctgdesignchallenge to enter today.
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.
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July 22, 2020
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Assigns ratings Enforces marketing guidelines Ensures responsible online privacy practices
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Ratings Guide & Search Ratings Parental Controls Contact Us ESRB Blog
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rating are legally bound to:
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Fully disclose all pertinent content during rating process
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Display ratings information on all product and marketing materials per ARC Manual requirements
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Responsibly market their product per ARC Principles and Guidelines and target marketing rules
and/or corrective actions
rating services
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“Commitment to Parents Code” includes:
(accepted June 2006)
rated games to customers under 17 without permission from a parent
game rating info on websites, providing sales associate training and customer redress
ERC RETAIL PARTNERS:
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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
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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“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
www.esrb.org
Parental Awareness of ESRB Ratings Regular Use of ESRB Ratings
Source: 2019 Hart Research Associates
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Parents who use parental controls on a game device (computer, mobile device, or console)
Source: 2019 Hart Research Associates
Parents with kids ages 3-9
Parents with kids ages 10-15
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Ratings Guide & Search Ratings Parental Controls Contact Us ESRB Blog
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Featuring:
#WIGSummerSummit
July 22, 2020 Ana nastasia ia St Staten Ex Executive Di Director En Entertain inment Sof Software Asso ssociation (E (ESA) Fou
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
State Go Government Affairs, , En Entertain inment Sof Softw tware Asso ssocia iation (E (ESA) #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
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
We enjoyed staying connected with you while we being physically a part!
#WIGWednesday July 22, 2020
Che heck out
all availa lable le #W #WIGSummerSummit it reso esources by goi
the even ents tab ab on
ingovernment.org
Con
In Government t toda
Lau aura Blake, Outr utreach and and Develo lopment t Man anager lbla lblake@womenin ingovernment.org
#WIGSummerSummit