Report from the Entertainment Software Association Canada Learn how Canadian organizations are using video game technology to improve real-world outcomes.
Toronto, March 26, 2024 /CNW/ – Entertainment Software Association Canada (ESAC) Announced today Beyond Entertainment: The Transformative Power of Video Games. The report, conducted by research firm Nordicity, examined how Canadian organizations are leveraging video games to benefit areas such as rehabilitation, healthy aging, mental health, education, and communities. This is the first report.
Video games are an important part of Canadian life. More than half of all Canadians regularly play video games, and a recent ESAC study found that Canadians are increasingly playing video games together as part of online communities . The video game industry is also an important economic driver, employing and contributing to more than 32,000 Canadians. $5.5 billion to Canada's GDP.
Video games and related technologies, often unknown to the general public, have also emerged as powerful tools with significant benefits for both public sector and enterprise applications.
“The video game industry is first and foremost an entertainment business, but our world-leading technology can also be used to develop products and services that go beyond entertainment.” Jason Hilchy, President and CEO of ESAC. “This report shows how important the video game industry is to a thriving innovation ecosystem and how these technologies can impact multiple sectors of society.”
Beyond Entertainment: The Transformative Power of Video Games We introduce 11 Canadian organizations that are leveraging video games and related technologies to develop innovative solutions within their communities to benefit health, education, community connectivity, and improve industrial processes.
rehabilitation
Video games are creating new opportunities to make rehabilitation and healthy aging accessible and engaging. Organizations such as Ludica Health and Virtual Gym are developing motion-sensing technology and virtual reality environments, respectively, to provide rehabilitation exercises to adults and seniors, and PEARL Lab is leveraging the principles of movement tracking and gamification. We use this to provide pediatric rehabilitation therapy. These organizations are revolutionizing the way physical therapy is delivered and are developing games that can move from professional institutions to patients' homes.
mental health
According to a recent ESAC survey, 76% of respondents reported that playing video games reduced stress, and 63% reported that playing video games helped with anxiety. These potential benefits are being further studied in professional settings, and video games are being utilized as a therapeutic tool for both children and adults. The intersection of video games and mental health has given rise to initiatives like Games for Emotional and Mental Health Lab (GEMH Lab) and Ludic Mind. These games act as interventions to help children cope with stress, anxiety, and other emotional challenges through carefully designed experiences that work to produce positive outcomes in the long term. .
education
Due to their engaging and interactive nature, video games can provide a customized learning environment that increases student engagement and reduces resistance to traditional educational approaches. Prodigy Education revolutionizes the learning experience by seamlessly integrating mathematical concepts into an engaging online world, while Shoelace Learning offers adaptive literacy learning games that help students master reading comprehension skills. Video games can also be used to explore career options. DigiBC's Play to Learn aims to inspire and empower middle school students through interactive programs to learn more about STEM careers.
community
Video games can be powerful community-building tools, with 70% of Canadian video game players reporting meeting new friends through video games. For indigenous communities such as York Landing, Online games have become a way to cope with the challenges experienced in the classroom. The Manitoba Indigenous Education Resource Center has introduced esports to preparatory schools, and participating schools are reporting a variety of positive outcomes for students, including improved class attendance, a stronger sense of belonging, and increased self-esteem. This is especially important in remote communities in the north, where the platform can help overcome loneliness and social isolation.
industrial
Video game technology also has the potential to reshape the future of industrial processes. Companies such as Unity Technologies offer game development tools that serve not only for entertainment purposes but also as the basis for creating immersive simulations and virtual environments. Prototype development and virtual testing within a game engine allows companies to quickly pivot during the design process, saving valuable capital and development time.
“The video game industry supports a variety of real-world applications that people may not expect, from supporting mental health in young people to promoting healthy aging in older adults.” Jason Hilchy“And as our industry grows, we will continue to push the boundaries of innovation.”
Beyond Entertainment: The Transformative Power of Video Games Produced in partnership with Nordicity, it features 11 case studies from Canadian organizations. Click here to learn more about how we harnessed the transformative power of video games.
About Entertainment Software Association Canada
ESAC is the national voice for the video game industry. Canada. We work for our members – Activision Blizzard, Glu, EA, Gameloft, Ubisoft, Kabam, Other Ocean Interactive, Ludia, Microsoft, Nintendo, Sony Interactive Entertainment, Epic Games, Relic Entertainment, Roblox, Solutions 2 Go, WB Games, Eidos Montreal, Take-Two Interactive, tencent, Codename Entertainment, Cerr Affinity, NetEase Games – ensuring the legal, regulatory and public relations environment is favorable for long-term business development. For more information, please visit ESA.ca.
Source Entertainment Software Association Canada
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