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.
Consumer Protection in Web 3
Our vision is to create a dedicated consumer protection platform
in Web3 aimed at consumers aged 18yrs and over and the parents of younger
consumers. The education platform will educate consumers and parents on
emerging Web3 technology, safer gambling, safer gaming and safer consumption.
To deliver this project, we are working with Mishcon de Raye LLP; MDRx (a tech
subsidiary of Mishcon de Raye LLP), Bath Spa University and HTC VIVE.
Our Web3 platform will contain information on consumer mental & physical health in web3; diet & nutrition; financial capability and in game microtransactions; Non-Fungible Tokens and emerging tech; mindfulness; safer gambling and gaming, and links to support organisations. Our Web3 platform will feature both virtual reality and mix-reality and the initial build will be on the HTC VIVE VIVERSE metaverse platform, which will allow us to undertake consumer testing and an academic evaluation as part of the pilot phase
Our partners include Mishcon de Raye LLP
and MDRx are specifically supporting ESG Gaming to scope out the wireframe of
the Web3 platform; sharing insight into how we might use Non-Fungible Tokens as
a source for good and how we might market to a B2C audience.
HTC VIVE are specifically supporting ESG Gaming with the build-out of the initial pilot platform for consumer testing and a donation of hardware to access the platform.
Bath Spa and Bournemouth Universities are supporting ESG Gaming by conducting an initial literary review on gambling in Web3, the production of a Theory of Change, consumer insight testing and an evaluation of the pilot platform.
Other partners include the Metaverse Standards Council who are supporting with metaverse integrity and ethics, best practice and development. The Blockchain Council are providing learning opportunities and certification and finally, ESG Gaming is a member of Crypto UK, the self-regulatory trade association for the UK crypto-asset industry, established to promote higher standards of conduct.CLICK HERE TO ACCESS THEORY OF CHANGE
Addressing loneliness and social isolation among an ageing population through esports
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.
Looking specifically at older people competing in competitive gaming, there are two good examples of success; the Senior esports team from Switzerland: Gaming | Senior Esports (senior-esports.com) and Phoenix Blue from Sweden: Home - PXB - Bringing Swedish esports to the world. 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.