Policy Positions

Digital Wellness

Video games are fun, often educational and, increasingly, therapeutic. 全球数十亿玩家将电子游戏视为健康、平衡的生活方式的一部分. 世界各地的人们继续从这项技术中受益的能力取决于鼓励和庆祝游戏玩法的政策.

Video games are fun, often educational and, increasingly, therapeutic. 越来越多的人报告说,电子游戏可以缓解压力,同时产生积极的精神刺激. Medical professionals and health experts now recognize the benefits of gameplay, employing games to achieve positive health outcomes for patients of all ages. The ability of players, students, 世界各地的患者和其他许多人要继续从这项技术中受益,就必须制定政策,鼓励和庆祝数十亿享受电子游戏的玩家将游戏玩法作为健康生活的一部分, well-balanced lifestyle.

电子游戏行业通过为所有观众提供信息和工具来支持数字健康, age-appropriate decisions regarding video games. Nearly all video game devices offer parental controls. 这些工具为父母和玩家提供了有效地设置适合他们家庭的偏好的能力. These controls enable parents to block video games by age rating category, 管理他们的孩子可以花在玩电子游戏上的钱,限制他们的孩子可以花在玩电子游戏上的时间.

In addition, for more than 25 years, 该行业通过娱乐软件评级委员会(ESRB)来确保消费者——尤其是父母和看护人——拥有资源, including voluntary ratings, needed to make informed decisions about video games. The effectiveness of these efforts has been praised by the U.S. Supreme Court and U.S. Federal Trade Commission (FTC).

More From The ESA

ESA在FTC“Inside the Game: Unlocking the Consumer Issues about Loot Boxes”研讨会上的评论