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New Report: Benefits of Video Games in K-12 Education

Washington, D.C. – October 26, 2021 – The Higher Education Video Game Alliance (HEVGA) and the Entertainment Software Association (ESA) today released a new report highlighting the benefits of using video games in K-12 settings.

Based on an extensive review of decades of academic literature, the report, Benefits of Video Games in K-12 Education, discusses the benefits of using video games both in and outside of the classroom. The review is augmented by in-depth interviews conducted with teachers currently using video games in their schools.

The report highlights key findings from the literature: video games engage students, meet students where they are, enhance problem-solving skills, and help teachers accommodate different learners.

Whether part of a curriculum or after school club, the literature further underscores how video games are dynamic learning tools that promote engagement and resilience, stimulate collaboration, develop technical skills, and encourage participation. The report ends with a section outlining considerations for educators.

“The educators interviewed for this project work at public, charter, and independent schools in big cities, suburbs, and towns across the country. They teach math, science, language, history and more,” HEVGA President Andrew Phelps said. “The research shows these educators are successfully using games as powerful tools to foster learning, exploration, and connection. We hope the report encourages more teachers to use video games in their classrooms.”

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MEDIA INCORRECTLY REPORTS ‘GAMING DISORDER’ INCLUDED IN ICD-11

WASHINGTON, DC – June 25, 2018 – Recent articles circulating in the news concerning the World Health Organization’s (WHO) proposed ‘gaming disorder’ inaccurately report that it has already been included in WHO’s International Classification of Diseases (ICD). In fact, this is still only a proposed draft, currently under review by experts around the globe.

As researchers concerned with careful, evidence-based recommendations, we note that no definitive evidence has yet been published that links video games as a medium to a disorder deserving of its own classification.Without sufficient evidence, WHO will only repeat a cycle of media scares that we’ve seen before in books, music, radio, and television. In our opinion, WHO should first demonstrate the proposed disorder is not due to other underlying evidence-based disorders or diagnoses, as opposed to video games as a medium, before including it in the ICD-11. Not to do so has the potential to cause great harm to individuals in true need of other substantiated and effective mental health diagnoses and treatments. We urge WHO to consider the lack of evidence supporting a causal link between a disorder and the medium of video games prior to including it in the ICD-11.

In order to continue the conversation, HEVGA Vice President Lindsay Grace will be participating in a panel discussion at the Games for Change Festival this week on Friday, June 29 from 3:15-4:00pm ET. Other panelists include: Jennifer McNamara (Vice President of Serious Games, BreakAway Games), Kelli Dunlap (Mental Health Manager at iThrive Games, psychologist), and Victoria Van Voorhis (Founder and CEO of Second Avenue Learning).

Panelists will address WHO actions and the continued critique of games from social and scientific communities, present research findings and heuristics to critically assess claims, and equip attendees for meaningful dialogue around this classification driven by evidence, findings, and knowledge. A recording of the panel will be available to the public online following the Festival. If you will be at G4C, we encourage you to attend.

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HIGHER EDUCATION VIDEO GAME ALLIANCE OPPOSES WORLD HEALTH ORGANIZATION’S ‘GAMING DISORDER’

Proposed inclusion in the International Classification of Diseases (ICD) stigmatizes billions of players worldwide, is based on little scholarly evidence, and proposes no treatment or prevention

WASHINGTON, D.C. – January 4, 2018 – It is with great dismay that during the holiday season we read about the proposal at the World Health Organization (WHO) to enact a new classification for a ‘gaming disorder’ in its International Classification of Diseases (ICD). Already, some of the popular press is reporting the proposed addition to the list of ‘mental diseases’, ‘mental health conditions’, and other similar phrasing and terminology. While WHO is careful to point out that the proposal is limited in characterizing the disorder as “recurrent” gaming behavior manifested by “impaired control over gaming,” and “escalation of gaming despite the occurrence of negative consequences”, it is nonetheless the case that an additional classification of gaming as an addictive disorder will do little to combat cases of abuse rooted in individual behavior, not symptomatic of a particular medium. Of particular concern is that classifying gaming as a disorder will broadly seek to stigmatize a pastime that billions of players enjoy without issue around the world, and will also warp continued research into the issue in ways that seek to confirm classification rather than allow for open and transparent research without bias. We do not support WHO in this classification scheme in the strongest possible terms.

While we strongly support the notion of responsible design, community engagement, and engaged citizenship on behalf of both the games community, the game development industry, and the scholarly and academic community studying both these media forms and their effects, we find very little scholarly evidence to support the classification as proposed. Instead, this effort seeks to create a distinction between engagement with this form of media and all other consumption where one may not exist (e.g., binge watching and other consumption patterns). Moreover, it confuses the context and terminology between ‘gaming’, which commonly refers to gambling, and the playing of digital video games. Perhaps most importantly, this classification proposes no prevention or treatment options.

We’ve seen this kind of scapegoating before with both games and other media forms for centuries. Prior to digital games, we saw similar claims made of chess, solitaire, pen-and-paper role-playing games, and other forms of media, entertainment, and broadcasting. In the 18th and 19th centuries, women were seen as incapable of distinguishing the fiction of novels from everyday life in attempts to maintain the status quo and gender inequities, much in the same way various demographics and market segments are today cast as microcosms of other hot topic societal ills. We’ve watched as games are repeatedly blamed in today’s world for violence, childhood obesity, failures in educational policy, and a host of other contemporary issues, despite both a lack of evidence and careful consideration of other, often far more powerful, systemic forces that contribute to societal behavior. Games are commonly referred to as ‘addictive’ despite numerous conflicting studies and a clear lack of consensus from the scientific and medical communities. Yet certain groups, and some of the press, seem intent on singling out this form of media and play as uniquely dangerous, regardless of the fact that games are enjoyed by over 2 billion gamers worldwide and have also had a positive effect on STEM education, as well as related fields in the humanities and social sciences.

To be sure, a classification may help with insurance and naming done properly can be of significant benefit, but instead of jumping to premature conclusions in ways that may be potentially damaging and could further alienate disparate parts of our societies, we first encourage everyone to continue to conduct the necessary research to study the ways that games affect our lives as a cultural and iconic form of media in this day and age. It is clear that the role of digital media in today’s world is of critical import–from our politics to how we educate the next generation. With careful, neutral study, non-biased reporting, and a critical eye towards sensationalism, we believe we can better understand the impact games have in our lives, and that includes caring for those among us whose behaviors during play may become damaging. But, in order to provide the best possible care to those truly in need, and to not cause harm through mis- or overdiagnosis, we must not needlessly stigmatize gaming as a disorder. Singling out a specific form of digital media based on the limited evidence presented to date is unwarranted, and does not advance either the care and treatment options for those in need, or our greater understanding of the role and impact of this media in matters of society and culture.