Our approch to
IMPACTFUL PRODUCTS

ESG Gaming will work collaboratively to develop, deliver, evaluate and share learnings from our emerging products. This will enable us to maintain absolute focus in our start-up phase, understand and learn from our impact. 

Working collaboratively with our partners we want to facilitate and evaluate a pilot esports education programme. This programme will have two aims: Firstly, we want to understand if esports can specifically reduce discrimination, loneliness and poor mental and physical health among people aged 55 years and older. Secondly, we want to understand if esports can improve cognitive abilities, such as memory, communication and reasoning among this population.  

ESG Gaming intends to pilot a number of programmes through 2023/24 to build an evidence base of work in this area. The pilot programme will be delivered over two days per week, over a four-week period. The programme will consist of game basics, coaching from professionals, introduction to streaming, mindfulness, safer gaming, mental & physical health and conclude with a show-match.

Two in five (41%) of those over 60 years suggest they spend more time gaming than on other hobbies including knitting, cooking and gardening.

The most popular game among those aged 60 years and over was Candy Crush (56%) with FIFA (15%), Call of Duty (14%) and Grand Theft Auto (7%).

For those aged 60 years and over, nearly a third (30%) say gaming has helped improve their mental health and a fifth (19%) believe it has helped tackle their loneliness.

A further three in ten (30%) play to escape reality and enjoy social interaction with their peers online.

ESG Gaming is keen to work with partners to not only build insight, data and research into older people’s gaming but also explore how gaming can be a force for good among this population.