Ahead of ESI Events’ flagship conference ESI Lisbon
(September 23rd-25th), ‘Looking at Lisbon’ takes a look at some of those behind
the sessions. This article provides some background into the works and mission
of ESG Gaming, and, namely, how gaming and esports can help to tackle loneliness,
social isolation and reduce risk factors for dementia for the 50-year-plus
population.
While it can be hard to pinpoint the exact reason why more and more
older people are playing video games, it is clear that the pandemic may very
well have been highly influential in boosting these figures. However, it could
be more than the pandemic, as Lee Willows, Founder of ESG Gaming explains: “With
accessibility improving and the increase of video games becoming available on
mobiles and tablets, you no longer need a gaming console or PC. Additionally,
older gamers have more free time on their hands, and they are turning their
backs on the more traditional pursuits linked to their age group. Reading and
knitting are taking a back seat in favour of more active hobbies or those
involving technology.
“In addition, the Global Index recently reported that 24%
of older adults see gaming together as a great way to bond with the younger
generation. Some grandparents, confused by their grandchildren’s talk about
video games, have chosen to see what it was all about to understand their world
better. Gaming as the most powerful entertainment medium to better connect
those from different generations seems undeniable, especially given the ability
for family members to play one another regardless of physical location.”
Studies have shown the positive impact of esports for
seniors in Japan, and the likes of the Lenovo Silver Snipers and Goodday Charge
in Malaysia are indicative of the potential in this area, but more research and
more dedicated initiatives are needed.
A
short piece on Linkedin from Ben Navarro, Director of Global Operations &
Service Management at PlayStation, in January 2024 spotlighted the increase of
older gamers too. Navarro noted; ‘Traditionally, gaming has been associated
with younger generations, but the narrative is rapidly changing. Older adults,
once considered passive consumers of entertainment, are now actively
participating in gaming communities, exploring diverse genres, and even
competing in esports tournaments.’ The piece also touched on the myriad of
benefits of gaming.
A core focus of ESG Gaming is to bring together
intergenerational populations, families, and people from different cultures
through participation in gaming, esports and immersive virtual reality. Lee is
clear that they are looking to break the stigma of ageing, and in turn help to
tackle loneliness, social isolation and risk factors for dementia for the
50-year-plus population. The aim being to help them to keep their minds active,
and build both digital and employability skills and friendships across their
communities. But it is far more than playing games, as Lee goes on to explain.
“Our social purpose as ESG Gaming is to understand how
participation in gaming, esports and immersive virtual reality might reduce
loneliness and social isolation, reduce the risk factors for dementia, and
provide an alternative, drug-free prescription for depression among those aged
50 years and over.
“Working with a wide range of partners including Fraser
Esports, Get In Agency, Esports Insider, HTC VIVE and various academic
institutions, we are working hard to understand and evaluate the health
benefits. These are well known for younger people, but not those of my age and above,
and that is where our focus lies.”
ESG Gaming is incorporated as a regulated, not-for-profit
Community Interest Company that strongly believes in not only delivering
tangible social impact for humanity but also giving back to the esports and
gaming community. Celebrating its third anniversary in Lisbon, ESG Gaming will
again be the official not-for-profit partner of the event and principal partner
of the ESI Film Festival, including the donation of the prize fund.
Lee continued; ‘As we enter our fourth year, we will
continue our work with partners to scale the reach and impact of our esports
and immersive virtual reality workshops as we look to engage with 10,000 people
aged 50 years and over. We also want to build upon our contribution to the
esports and gaming community by launching our gaming research hub and player
protection and mental health hub, as well as exploring ways to support
grassroots esports teams through commercial sponsorship and business coaching
opportunities’.
‘Giving back to the esports and gaming community is
really important, and at ESG Gaming, we have a particular passion for
grassroots, community-led organisations’.
ESG Gaming won ‘Best Product’, at the world's biggest EdTech
event, Bett 2024, in London at the start of the year, for its work with HTC
Vive and others, alongside being a South East regional finalist for the
prestigious Start Awards . With a lot of social impact focused works both being
delivered and more being further developed, you can keep up to date with ESG Gaming
by visiting the site here: https://esggaming.org/ . This includes their Research Hub, an overview of ESG Gaming’s product suite,
more about its mission, transparency on its governance and, of course, how to
get in touch.
Join Lee, the ESG Gaming team, and multiple leading
stakeholders from across gaming, esports & the creator economy, to discuss
all the above, and more at ESI Lisbon. Tickets to the largest B2B esports,
gaming and creator economy industry event are available for purchase here.