Telling A Compelling Story In Gaming Industry With ESA Aubrey Quinn

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ESA is the trade association for the video game industry, advocating for the industry on topics ranging from esports to tax incentives to intellectual property and more. I sat down for a conversation with Aubrey Quinn, Senior Vice President at the Entertainment Software Association (ESA), to see if we could unlock the truth behind some of the industry’s most persistent stereotypes. As a mother of three (ages 19, 17, 10) whose kids are all avid gamers, Quinn joined the ESA in November 2022.

“For nearly 30 years, ESA has been the video game industry’s strongest advocate and ally. Since joining the ESA team last year, Aubrey has demonstrated her deep understanding of the industry and is helping to shine a light on the great stories and good work taking place at video game companies around the world,” said Kerry Hopkins, Electronic Arts (EA) Senior Vice President, Global Affairs.

“Aubrey is a recognized leader in DC strategic communications. Her insights and experience have helped the video game industry navigate complex social, political, and business challenges,” said Dan Hewitt, Chief Communications Officer, Gearbox Entertainment Company.

The total consumer spending on video games in the United States totaled $56.6 billion in 2022, supported by a record $6.57 billion on console sales alone.

“The ESA has and continues to play an important role in representing the interactive entertainment industry, which is the most dynamic, successful, and fastest-growing segment of entertainment in the world today,” Alan Lewis, Vice President, Corporate Communications & Public Affairs, Take-Two Interactive.

According to the ESA’s 2023 Essential Facts About the U.S. Video Game Industry report, 65% of Americans play video games at least one hour a week. Perhaps most surprisingly, the report shows that just as many adults over the age of 45 are playing video games as kids under the age of 18.

Despite being a mainstream pastime for more than 212 million Americans, video games can’t seem to shake the stereotype that they’re exclusively for teenage boys locked away in their basement playing first-person shooter games.

Goldie Chan: What does the data say about video games and violent behavior?

Aubrey Quinn: The record is clear: video games do not cause real-world violence. Leading independent research studies have found no evidence that playing video games leads to violent behavior. In fact, earlier this year, the Stanford Brainstorm Lab released a report saying they had reviewed more than 80 medical research articles encompassing all the literature on video games and violent behavior and concluded there was no causal link between playing video games and real-life violence. And the American Psychological Association recently reaffirmed its position that there is no connection between violent video games and violent behavior. I really appreciated the words of APA President Sandra L. Shullman, PhD: “Attributing violence to video gaming is not scientifically sound and draws attention away from other factors.”

As a mother of three kids (two sons, one daughter), all of whom play video games, I appreciate and respect that parents are concerned about the type of entertainment that their children are consuming. I am grateful that academics and scientists have put in the time and done the research to eliminate this concern!

Chan: What safeguards are in place for parents who don’t want their children playing certain types of games?

Quinn: There are three things I like to point out to my friends who express concerns about their kids playing video games.

First, video games and apps are rated, just like movies and music. The Entertainment Software Rating Board (ESRB) assigns age-based ratings for video games and mobile apps. ESRB’s three-part rating system includes rating cateogriest to suggest age appropriateness, content descriptors to explain what may be behind the age rating, and interactive elements to highlight features such as in-game purchases and user-to-user communication. Just like I wouldn’t let my 10 year old daughter see an R-rated movie, I don’t let her play games that aren’t rated “E for Everyone”, occasionally “T for Teen.”

Second, all video game consoles – Microsoft Xbox, Nintendo Switch and Sony PlayStation – have parental controls. These controls allow you to filter games by age rating, manage the amount of time spent, control spending, and limit – or even block – communication with other players.

And the parental controls are so easy to use! When time runs out and my daughter requests more time, I can easily approve or deny her request through the apps on my phone.

One of my concerns with my own kids spending time online – through games or otherwise – is connections with strangers. The video game console parental controls make it so I can control who my daughter connects with. For our family, this means she can play with her older brother, who is across the country at college, or her friends from school that I know. It also means I have the ability to prevent strangers from talking to her. We have a lot of talk about “stranger danger”, both in real life on the playground as well as online with internet strangers.

Finally, there are so many benefits to playing video games! When I give my daughter screen time, I would always prefer her playing video games over watching YouTube clips or passively consuming TV shows. With video games, she is learning to make decisions, solve problems, and handle losing in a positive way. There is a growing body of research that shows the power of video games in teaching positive behaviors and cognitive skills. Plus, it’s much more fun to play Just Dance! with her than it is to watch unboxing videos on YouTube.

Chan: What are some stats that may surprise us?

Quinn: People mistakenly believe video games are for kids. The truth is, 62% of American adults over the age of 18 play video games regularly. The average age of a video game player is 32 years old. And that shouldn’t be surprising given the fact so many people in my generation grew up loving video games.

The number of men and women who play games are split almost equally – 53% are men, 46% are women.

There’s also this incorrect perception that all video games are violent and full of mature content. In 2022, half of all games rated by ESRB were rated “E for Everyone.” And of the top 10 selling video games in 2022, seven were rated either “E for Everyone” or “T for Teen.” Andmany of the most popular games are single-player games, meaning players don’t interact with others during the game. Two of this year’s most popular games – Hogwart’s Legacy – rated T for Teen – and Legend of Zelda: Tears of the Kingdom (rated E10+ for Everyone 10+) – are both single-player games.

Chan: So, how does these conclusions get made and why does the narrative still exist?

Quinn: Society has a long history of going through moral panics and pointing to various new inventions and technologies as dangerous. When the printing press was invented, people were terrified about what the availability of books would do to society.

ESA’s most recent data from the 2023 Essential Facts shows that 96% of Americans believe video games have social, emotional and mental benefits – well beyond the original purpose of entertainment. And while the number one reason we play games is still to have fun, there is growing evidence that there are benefits beyond entertainment.

I truly believe that video games bring people together and make people happy. I’m excited to be in a position where I can help more people see and experience that firsthand.

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