Itโs the first day of #BlackHistoryMonth โ please join us in celebrating the many contributions of Black leaders, designers and developers in the video game industry.
Anastasia Staten of @ESA_Foundation led โVideo Games and the Metaverse: How We Will Build it Together,โ a #GBSummit panel discussion with leading industry members on building the metaverse to reflect our aspirations and diversity. ow.ly/boZ950HFFBA
Earlier today, Anastasia Staten of the @ESA_Foundation moderated a #GBSummit panel on building an inclusive metaverse. The full recording is now available on demand!
Watch Live: Join Anastasia Staten of the @ESA_Foundation, Raffaella Camera (@La_Raffaella_) of @EpicGames and other industry leaders for "Video Games & the Metaverse: How We Will Build It Together" at #GBSummit today at 10:15AM PST/1:15PM EST. ow.ly/wSIE50HErGv
Consumer spending on video games in the U.S. totaled $60.4 billion in 2021, an 8% increase over 2020, according to new data released by the Entertainment Software Association (ESA) and @npdgroup. ow.ly/ZL5T50HBt8w
Consumer spending on video games in the U.S. totaled $60.4 billion in 2021, an 8% increase over 2020, according to new data released by the Entertainment Software Association (ESA) and @npdgroup. ow.ly/k27F50HyTgN
New Report: "Overall, content spending in 2021 reached $51.7 billion, an increase of 7 percent over 2020. Hardware rose to $6.1 billion, a 14 percent increase. Accessories generated $2.7 billion in consumer spending, a 2 percent increase." ow.ly/BWa850HxTYl
Consumer spending on video games in the U.S. totaled $60.4 billion in 2021, an 8% increase over 2020, according to new data released by the Entertainment Software Association (ESA) and @npdgroup. ow.ly/OBBt50HxTUs
New Report: "Overall, content spending in 2021 reached $51.7 billion, an increase of 7 percent over 2020. Hardware rose to $6.1 billion, a 14 percent increase. Accessories generated $2.7 billion in consumer spending, a 2 percent increase." ow.ly/Bt8E50HwUpT
Consumer spending on video games in the U.S. totaled $60.4 billion in 2021, an 8% increase over 2020, according to new data released today by the Entertainment Software Association (ESA) and @npdgroup. ow.ly/fk4x50HwSFL
ICYMI: ESA President and CEO Stanley Pierre-Louis moderated a @GamesBeat Summit Next discussion about social impact and video games with Jessica Lindl of @unitygames and @DrDWash of @TeamHidef. Watch the full conversation: ow.ly/mPbU50HfT6z
The Guide to Esports from @ISFE_Games, @ESACanada, @igea and the ESA looks at the state of esports for a broad range of stakeholders, including publishers, developers, tournament organizers, teams, players and fans. ow.ly/l73B50HfSUa
Online video games are a great way for kids to learn how to work together as a team in work and life, Bryant Vernon writes in an op-ed for @TorontoStar. ow.ly/VvBe50HfSKJ
The new Guide to Esports from @ISFE_Games, @ESACanada, @igea and the ESA looks at the state of esports for a broad range of stakeholders, including publishers, developers, tournament organizers, teams, players and fans. ow.ly/v3Aw50Hebqa