Power of Play 2025 w/ ESA’s President: What the Data Really Says

29 Oct 2025 · 50 min

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Episode Title

Power of Play 2025 w/ ESA’s President: What the Data Really Says

Summary In this episode of the Spawn On Me podcast, host Kahlief Adams interviews Stanley Pierre-Louis, the President and CEO of the Entertainment Software Association (ESA). They discuss the recently released "Power of Play 2025" report which surveys over 24,000 gamers across 21 countries about the impact of gaming. The conversation also touches on the ESA's advocacy efforts, current industry challenges, and the importance of recognizing the positive effects of gaming on individuals and society.

Key Themes and Discussions

  1. Introduction to the ESA and the "Power of Play" Report
  2. The ESA represents the video game industry, formed in 1994 amidst concerns about gaming's impact.
  3. The report highlights how gaming is perceived globally, focusing on its benefits and impact on different demographics.
  4. Stanley emphasizes the importance of understanding the industry's growth and opportunities.
  1. Current Policy and Industry Landscape
  2. Discussion on advocacy for video game interests in Congress and the White House.
  3. Highlights challenges related to international trade policies, tariffs, and immigration laws affecting game development.
  1. Gaming Demographics and Trends
  2. Age Trends:
  3. The average age of gamers is now in the mid-30s and rising.
  4. Notably, older adults (80+) are increasingly participating in gaming.
  5. Gender Representation:
  6. Approximately half of gamers are women, which contradicts common stereotypes about gender in gaming.
  7. Mobile Gaming:
  8. Mobile devices serve as both an entry point and a primary platform for gaming, expanding accessibility.
  1. Benefits of Gaming
  2. The report discusses gaming's benefits, including:
  3. Cognitive skills improvement (perception, attentional control, decision-making).
  4. Stress reduction and mental stimulation, particularly among older players.
  5. Real-life skills enhancement, as shown by studies linking gaming experience with improved performance in fields like medicine.
  6. Gaming is portrayed as a tool for social connection and learning, with many individuals recounting positive personal experiences.
  1. Addressing Stigmas and Misconceptions
  2. The conversation underscores the importance of changing the narrative around gaming, moving from viewing it solely as entertainment to recognizing it as a medium with profound cultural impact.
  3. Stanley discusses strategies for engaging policymakers by connecting gaming to personal experiences and stressing the universality of gaming across different demographics.
  1. Looking Forward
  2. Stanley emphasizes the ESA's commitment to fostering growth in the gaming industry while navigating legislative challenges.
  3. The ESA aims to maintain a nonpartisan approach to advocate for the industry's interests and highlight the positive societal contributions of gaming.

Key Takeaways

  • The gaming industry's growth is significant, and the ESA plays a crucial role in advocating for its future.
  • Understanding gaming's broad appeal and benefits can help shift public perception and combat negative stereotypes.
  • Engaging with policymakers through relatable narratives can facilitate better understanding of the gaming community's value.

Resources

  • Power of Play 2025 Report: [Read the report here](https://www.theesa.com/wp-content/uploads/2025/09/PoP-2025-v10-web-spreads.pdf?utm_source=chatgpt.com)
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Conclusion The podcast episode provides valuable insights into the gaming industry's state and its societal implications. Kahlief Adams and Stanley Pierre-Louis engage in a meaningful dialogue that emphasizes the importance of advocacy, understanding, and celebrating the positive impact of video games in today’s culture.

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Transcript

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0:14Yo,

0:20what the deal be everybody in Bracago. This is the Spawn Me Podcast with Kalief Adams. I'm your host, Kalief Adams. Hope you're doing well. Having a wonderful rest of your week. We have got two really, really good episodes this week on the feeds. This one, we'll be talking to our friends over at the ESA to talk about their Power of Play report that they shared over the past week, where we had a lot of folks who were a little bit upset about some of the results from that report. But I have to say, it was really, really cool to be able to sit down with our friends over at ESA and talk to them again about how they're looking at the future of the space, how they're kind of tracking where we are as an industry and how we're tracking how not only players but developers are kind of connecting to that work.

1:07I think that's always really good to be able to get some good focus about where we are as an industry and as players in those ways. We have a bunch of stuff on the feed. Go check out our reviews. We've been doing a ton of them. you know we got a ninja gaiden one we had a battlefield one we had some battlefield one season one content videos go up this week over some dope stuff that was uh around the space as well um so we're we're gonna jump into it uh not gonna hold you but please make sure you're going and checking out the show go subscribe on apple podcast this month specific specifically in november spotify is going to be the place going to ask a lot of people to consume the show because we're trying to get monetized on spotify so we're going to try to see if we can make and find some good ways to use that as a place to help us grow in Bricago with the work that we do.

1:57So without further ado, go check out the interview right about now. What's good, everybody in Bricago? We have a very, very special guest on the show. Today, returning champion, coming back to Bricago, Stanley Pierre-Louis, the president and CEO of the ESA. Stanley, so excited to have you back on the show. So hyped to have you here to talk about the Power Play Report and all the good things that you are working on at the ESA. How are you doing, Sam? Listen, it's such a privilege to be on your platform, given the respect that you have within the video game community and beyond. And given how passionate you are about this topic, this area, and our entertainment field, right, about what games mean and represent.

2:45So it's really a privilege for us to be on your platform. So thank you for hosting this. Oh, no, I mean, it is my pleasure. I get a chance to hang out with one of the best in the business and get a chance to hang out with somebody who I admire very, very deeply. It was great to see you at the Games for Change Awards and the Games for Change conference. You crushed it in your panel. That was great. You did a fantastic job, as usual. But I think of the folks at home who may not necessarily know what you and the ESA do. I want to want to reintroduce you to that conversation and give you the floor to talk about what you're, you know, some of your work and how you and ESA are helping the gaming industry.

3:26No, thanks for that. Thanks for that. You know, so we're excited about what we do because we represent the video game industry. So in 1994, in the midst of a lot of concern about the impact of games, the industry came together and formed what the ESA is today to be able to say, how do we showcase what we do best? And how do we ensure that policymakers understand the impact that games have? They also formed at the same time the ESRB, the Entertainment Software Rating Board, that comes up with the ratings that everyone knows now and understands as a complement to that formation of an organization to advance its interests in terms of advocacy.

4:07And so we spent a lot of our time advocating for industry writ large and acting as a voice and advocate in the halls of Congress, in the White House, sometimes in the courts, but also in the states. And we also partner with organizations around the world that are looking to advance interactive entertainment in their local jurisdictions. So we spend a lot of our time most days really thinking about how do we position the industry for more growth and more opportunity and for people to understand what we do. If you go to our website, you'll see all the issues that we can get into about what's a priority for us.

4:45But we spend a lot of our time really thinking about how do we ensure that we understand what's happening in the industry and making sure that it gets conveyed to those who are making lots of decisions. People also know us for having run E3 for so many years. Yes. And so and we're looking forward to our new show icon in the spring. That's a different twist on how to convene the industry. So it's less about retail engagement and sales and more about thought leadership because our industry is now a thought leader. And we may not think of it that way, but the kind of advances we're making in technology, the way that we're creating storyline, the fact that those stories are now being translated into other mediums, whether it's streaming, television and film and beyond.

5:28We're in that we're in that leadership pole position and we need to act like it. We need to demonstrate it. We need to convene people to understand the power that we have and how we're integrated into so much. So I think we're thinking about the future as well and how we can continue not only serve as a voice, but a light and shining that light on what the industry is doing so well. Yeah, I appreciate that because it is it is a harder job now than it has ever been to a certain extent. I think we are now moving into really important stages of now our industry is the biggest entertainment industry on the planet.

6:02We are continuing to find good ways to bridge the gap, not only from a entertainment story perspective, from a from a job creation perspective, from a industry face, you know, forward facing industry that's looking at so many different technologies that are kind of coming into the space in terms of, you know, the people part of it, the AI part of it. All of those things are coalescing in so many different ways. And it's been really cool to kind of go back and go look at some of the work that you all have been doing and some of the initiatives you've been putting forth on the website to talk about what have been the kind of priorities for this year kind of moving forward.

6:42I'd love to hear you talk about, you know, what's the kind of like slate of priorities that you all are digging into for this year and thinking about the upcoming thoughts about the future? Yeah. So in a general sense, like we're we're one of the most like innovative kind of not just industries, but policy industries to have out there because we are both IP and tech. So we care about protecting the works that get created that people get to enjoy. But we also care about protecting the ways people play, because we make a lot of the products people play to play those games on. And so we care about any issue that's within that realm.

7:20So that typically involves anything from intellectual property protection, trade and patents, all those things, to the tech side where we concern ourselves with making sure that we have trust and safety protocols that help people's privacy, helps online safety and all those things. You know, obviously this year, one of the biggest stories has been the role of international trade. You know, we saw tariffs announced very early with the presidency. And so that's impacted how you price things. Right. And so that's impacted the industry in terms of sales of devices. You've also seen this is related to trade, which is immigration announcements around how the industry hires and brings people into the workforce, both from the United States and from around the world.

8:11And so with the announcement of the H-1B program being affected impacts our industry because we're a global industry. We make games in the U.S. and around the world, but we also bring people into the U.S. to make games because we're the largest exporter of games. And so because of that, we want to make sure that we're making games here in the U.S. as much as possible. But when there are challenges posed around it, you know, we leverage what we can in other jurisdictions because we want to make sure we make the best games by the best developers possible. And so those have been kind of the two big issues that people probably read about.

8:48But within Congress and throughout the states, there have been a lot of concerns about what's going on in the online space, whether it's social media, the use of AI. And so a lot of the bills that are being proposed around the country have focused on the impact of the online space. And what we've been doing is demonstrating to policymakers why we're different. You know, playing a video game and talking to someone is different than being on social media. The impetus is different. The reasons for wanting to play, the way you connect with people. You know, even if some of that is available to the public, you're not doing it for likes.

9:22You're doing it because you're part of a co-op or a campaign or because you want to get together with friends and play the game. So we've been really trying to put a light on why games are different than other vehicles for electronic entertainment. And so far it's resonated, but we have to continue that fight. And so there are a lot of concerns people have, particularly parents, around what's going on in social media. And we're trying to highlight that in the games world, we're different because we've cared about this from the jump. And we have not only the SRB, but all the companies who have trust and safety protocols, whether it's human interaction, use of technology, trying to figure out can AI be an assistant on this to help identify what behavior might not be palatable online.

10:10You see the industry really trying to work and do that. And what we say to policymakers is we don't always get it 100 % right, but we need to get it right more often than not, because that's what keeps players wanting to be in the space. People don't want to be in an unsafe space. So our goal is so high because we know that that's what keeps people wanting to come back is enjoying the game, but feeling like it's a fun place to be. I love to hear you talk about it in that way, because I feel like right now we're in this really interesting space where we're not only seeing toxicity levels kind of raised in the social media space, which dovetail into pieces of the game space.

10:50Like I when I'm speaking to folks about a lot of the work that I do in a community management side and social media side of, you know, handling accounts and things like that. You know, I get the question often from friends and especially moms and dads who ask me a lot because I am their reticent reticent person who's like, I don't want to be the expert on this topic right now. I just want to eat dinner. But it's like, Khalif, how does how does this work and how does all this stuff kind of get together? and it feels like there's this energy now that's coming from multiple angles of the kind of human existence where you know the same folks who were on those social media platforms who may be as toxic and may be saying terrible things are also players in in games as well like we are all a part of a grand society and all of those pieces all fit together how are you kind of leveraging the the good works that you all are doing.

11:46And we'll definitely want to talk about the Power of Play report because I think there are some good nuggets there that speak to all of this. How are you speaking to folks who are not necessarily in our spaces, who understand the value of the game space? We're kind of in this almost Jack Thompson-esque regression of the way we've been talking about games and what they can value and what they bring to people. How are you all talking to folks who are in the Beltway, who are having those discussions, who may not necessarily be as learned as we are about the positive aspects of what gaming can bring?

12:24One of the things I have found for people, policymaker or not, is tapping into their own human experience. So I was talking to this senator who was in his 60s and, you know, we're at an event. We're starting to talk about who we represent. And he immediately went into, oh, video games. Oh, boy. Right. I just went into all the tropes. And I said, let me flip it on him. Does anyone in your life play games? And he went on to recount that, well, you know, every night my wife plays Candy Crush before she goes to bed just to calm down. And I'm an old fighter pilot. And so I like to get on my Xbox simulator and just fly around and just and he kind of caught himself and went, I guess I'm a gamer.

13:06I said, I don't put labels on it. I don't put labels on it. I just I'm just asking you what your, you know, engagement. It could have been my grandkids play or my kids like this or it could have been nothing. Yeah. But he had a real life experience that caught him in his own tracks. And so I found that because, you know, two thirds of people in the U.S. are playing games in some way, shape or form every week, I can tap into something that's very personal to you or your family or your close friends that will humanize games. And then we can have a real conversation about the impact that games have, because now you're visualizing it in your own context instead of someone giving you bullet points.

13:48What we aim to do with all the facts that we put out there is we want to democratize the information and make everyone an advocate for games. So whether you're at a Senate hearing or a PTA meeting, you are prepared with a few nuggets that people can relate to and be able to identify what that means. And so the next level is being able to really give people data that they just wouldn't ordinarily understand and to rethink it. So I was on a plane recently, had my switch to, you know, in my, you know, get ready, pull it out. And this young man sees me opening up. He's getting excited. And his dad's like, you don't want that.

14:21It's not good for your brain. Right. That's an opportunity for my sermon. To be able to say, well, you know, you know, and we have this in our yearly reports. We have this in the Power Play Report about the fact that playing video games just stimulates your mind more than reading in movies. I love reading in movies and music. I do all those things. There's a different interaction you have with interactive entertainment. And it engages you more. It builds different strengths. And when I gave him my two to three minute elevator pitch and went back down, he was a little puzzled. And I then leaned over and said, and you may want to get him one for the top of the box.

14:59Particularly the coast to coast. And I love the fact that with the modern devices, and I don't have my Xbox ally yet, but I'm going to get one, that you can now power it on planes. Remember the old 3DS and the PS? You need two to make a cross-country flight, right? So now you can keep it charged and keep it going. And so just using every opportunity just to remind people of these human facts that they live and then the data can help support those things. But I had just found that tapping into the personal experience opens up a new avenue of conversation, helps direct it to something that's more important to them than, you know, here are 15 facts that you might know about Italy.

15:46Italy is great, by the way. It was amazing. It was amazing. And we'll get to some interesting things about their video game population playing. But I love the fact that there's a human experience that pretty much everyone will have. If two thirds of people in the U.S. and a third of the people around the world are playing video games, there is something associated with games in your life that resonates. It boggles me that we still have this stigma in the space about what gaming can do for folks and what it means to not only our industry, but to culture and to all of those things. Gaming continues to be a vessel for good for a lot of different ways.

16:28What is it that you think is still kind of that barrier for getting that messaging out to people? It feels like you and I know it. Anyone who picks up a controller understands it. When you see a young kid get it for the first time and they get that gleam in their eye and they're like, oh, my goodness, I did a thing and accomplished something. They got that moment. Is there is there something that it's like blocking that in your mind that we need to kind of focus on to help kind of get the messaging out? You know, we had, you know, whatever people think about Jimmy Fallon's gaming segments and Conan's old gaming segments that he had when he was on TV.

17:04I think they were OK, but they could have used some real finessing. I don't think they showcased us in the best ways. But what's that thing that you're thinking right now is a thing that we can use to drive this messaging in a better way for everyone to kind of get that stigma off of off the albatross across our necks? Well, I think one of the things we have to give ourselves grace on is the benefit of time that others have had. Right. So we're a younger industry than a lot of the other media industries. And they've also been showcasing themselves in very specific and powerful ways. Whether Hollywood has a great year or not, financially or from an artistic standpoint, you always have the Oscars and awards season.

17:49And their behind-the-scenes is very tangible. When I go behind the scenes of a movie set, I know what that looks like. Going behind the scenes of game-making is very different. right? It's, it's people coding and people, you know, there's some things that lend themselves well to the visual arts, like, you know, mocap studios and those kinds of things. But, but watching someone sit down and code is very different. Like maybe when they're debugging or something like that, it might be more interesting. Certainly the voice actors and having, you know, all those things happen. But I think, I think part of it is the medium and how it gets made.

18:27But I think the vehicle behind promoting some of these other endeavors has just been around much longer. You know, we're, you know, our, you know, video games in a kind of a ubiquitous sense is probably, you know, 70 years old, you know, like, you know, I mean, so it's, so it's younger. And then for a large part of that time, we either didn't get a lot of attention, because it was still a growing industry, or we were getting negative attention, right. And even I would argue, you know, ESA was founded in 1994 to address a congressional threat. You know, 2011 is when we won our Supreme Court case that said you can't regulate games the way that California wanted to regulate them.

19:11Right. And by Justice Scalia, one of the most conservative justices ever on the court saying video games are not a danger. Right. I've seen scarier things in the Brothers Grimm books than in a video game. Right. True. So, you know, once you get that kind of cosine, OK, that's 2011. Right. And then we still we're working on developing what that new persona look like, probably for another five, six years as people were still, you know, starting to normalize what games really means in our lives. So if you look at the kind of arc of time, we're just in a place where you do have some tropes that continue, but the everyday is different, right?

19:52The everyday of what people think is starting to change. You also have a younger generation of people who've been playing, as we've seen, they're getting older now. And their relationship with games is very different. In fact, what's really interesting, maybe not in this data specifically, but as you talk to people anecdotally, there was an era of people who said, I'm a gamer. like maybe up to like eight, 10 years ago. Today's Gen Z and Gen Alpha, they're DJ, writer, artist, gamer, you know, entrepreneur. It's just part of what they do. And so it's gone from, you know, gaming as a threat or something of concern to, oh, okay, I play games.

20:30I'm a gamer to, yeah, and, right. And so I think that generational shift is also going to change how people perceive it. So I think the benefit of time helps both in terms of more longevity in the space where people see that we're producing and in the people who play and continuously play and can sniff out when someone's lifting up a trope about games or not. I mean, you find now when something bad happens in the world and people blame games, it doesn't really stick as much as it used to. That's true. That is, that's a good point. I think, I think it was a moment. There was a, and again, we've been in the space forward most of the time that gaming has been a thing right so it winds up being that discussion of like what have we seen also as the the through lines that have changed culturally that that make a lot of sense and i do want to dig into some of the numbers because i think that also reflects really well against the discussion point that you just talked there because i think you know we're seeing now the numbers have changed a lot right the the median age the average age of video game players is now in the 40s and i remember when i was creeping up into like late 30s and now it is has has crossed the 40 year old threshold and you know i use this is it coming directly from the power play uh report uh and you know you had almost 25 000 people respond to uh the surveys that you had put up and i think some of these numbers we're going to go through some of the slides because i think they're really important and talk to to me about like What were some of the things that kind of stood out for you when getting these reports back and seeing like, oh, here's where we're getting some really good data to kind of like build the case for why video games are doing what they're doing?

22:19You know, the interesting thing for me was, you know, we had done this, you know, every year in the U.S. Just looking at our numbers, how it impacts Americans and looking at the ages. And over the past few years, and I know we highlighted this past year, just how many older Americans are playing games. Yeah. And we've seen the average age in the U.S. kind of creep up to now to the mid-30s. 36, I think, is our most recent study for the U.S. only. And so we'd seen this happening. And the number of people 80 and older playing had gone up from 30 % to 36 % in the U.S. So we'd seen some trends here that were of interest.

23:00And we thought, oh, it's the U.S. We're a well-connected society. COVID probably had an impact on how and when people play. So partnering with our colleagues, we did a study two years ago with a smaller sample site, fewer countries. We wanted to see, like, what's the global story? Yeah. And so I think that was part of what we wanted to understand. So going to 21 countries, going to the Middle East, to Africa, all over Asia, Australia, as well as all over North and South America. So it gave us a better understanding of what we have in common and what might be slightly different. I mean, the thing I think the trend of older is interesting.

23:34China, I think, had the youngest average age of about 32. Italy was 50. Right. So that's an interesting thing. So if you're in Italy, the average, you know, the average age is 50. That tells you something different about that population and where they play and who has connectivity and what they do with their time. So it's it's really interesting to kind of see some of those differences. But we also found that some of the reasons people play are universal. Number one is fun. If you're not having fun, you're not going to play the game. But people just found it reduces stress. It increases mental stimulation, particularly for older players who view gaming as a great way to stimulate their minds and keep sharp.

24:14So I think we just saw just the vast similarities we have. The fact that about half of people who play games are women. and it's something that still surprises people even though it's been a consistent figure for us for some time but people don't think of it that way but if you think of how people play particularly the fact that the number one device people play games on is mobile then it opens up a lot of opportunities for people to play anytime anywhere we were we were in italy a few months back actually it was about a year ago meeting with some government officials in collaboration with our Italian counterpart.

24:51And we shared the story of where we saw demographics going. And one of the senior people in the room thought it was strange. And I threw out an example of, oh, let's say you're in a waiting room and it snapped. I just brought my mom to a waiting room. She's in her 80s and she pulled out her phone. And so that's what I mean is sometimes you have to connect it to something in the real world for them, for this data to start to make sense. Then everything after that completely made sense. I was at a meeting at the White House with a group of officials, and we decided, let's start the meeting out instead of just doing introductions and here's where I am here to represent.

25:27Let's just, as part of introduction, share a video game memory. And that changed the tenor of the room because almost everyone had a very deep personal experience. Because when I say what's your favorite sports memory, you may have watched it on television or you may have been in the stands even. But when I say your video game memory, you were holding a joystick. You were holding a controller. You were actively engaged in this thing. And you were with a cousin or your sibling or you were competing against someone on your Atari 2600. It just floods you back to a place. So I think that's what's been critically important is seeing the commonality around the world of how games really do have this universal tie, no matter what your age, no matter what your region of the world.

26:16I think what keeps coming back to me after going through the study and going through the details and pulling out things I thought were really important. Again, it goes back and reflects that conversation of like when we think about the medium, we kind of do it a disservice by not talking about the benefits that it brings to people. You know, conversations around mental stimulation and stress relief and all of those things, for me, are the reasons why I game now. Yes, fun, again, is the main driver for all of it. Having new experiences. I love the I'm a technophile. So being able to see technology continue to grow at light speed and continuing to find new versions of stories and experiences that I get a chance to partake in are parts of the reasons why I love it.

27:10But it's great to be able to see that that is not just the thing that is here in the U.S., that that is a global understanding and a global connection point that we all have. I guess the thing the thing that I always go back to is this understanding that, like, we are more similar than we are not. And the beauty of games is that we get a chance to be in a space where that is profound and shared and experienced in real time. Like I am literally playing with people who are across the world for me in whatever their circumstances may be. And I love the fact that you've kind of reflected that in in some of the slides and some of the pieces here.

27:50And you talked about, you know, the create creativity part, too, which I think is also really important. Again, my slides are a little bit small. So if you really want to go check out the numbers, go look at the go to the ESA site and go pull it in. We'll have a link in the description for the video and for the for the podcast. but it also gives me another avenue to rethink about the conversation around gender which i think is really important because i think we have this thing within and it's again i don't know if this is just a u.s thing i don't know if this is also a global field i do get when i get marked at on the internet from people about various things i do wind up getting a lot of people who will see that number that we had and i'll pull it out really quick this is the version of the u.s numbers right these are different based on region and they vastly change uh but they're pretty close across the board in terms of the split between men and women who are playing we still kind of bastardize the idea that mobile is a reasonable space to call a space for gaming how how do we get past that part like in your in your mind and when you're talking to constituents and talking to folks across the board from developers to companies to to publishers to all those folks in that mix how are they thinking about the way that that split has has kind of really bubbled up and has really become more profound and what does that mean kind of moving forward for our industry because I think a lot of people still are thinking about us in semi-archaic ways.

Read the full transcript

29:33We are still the console generation, which we're moving out of. You know, shout out to Xbox and other folks who are doing some of that work. But like mobile is a major driver in countries that are not just here. How do you all talk to the proliferation of mobile as the driving force for gaming for the future? well you know one of the things we've realized is mobile is not only a an entry point for a lot of people but it is their destination and um and that's become and sometimes you're like there are games you can play that they make into mobile and there are games that are mobile only and there are games that have different kind of mobile experience than on console or pc and i i think that as we, as we open up the aperture for people outside of the game world to understand it, it, it opens up a new understanding of how they view games.

30:30I think within the industry, you have these interesting divisions of people who, who view mobile as different than playing a console game or a PC game. I think we have to open up our minds to the fact that you're going to have different entryways for everyone to play. You know, like I, I, you know, I love the story of how the then, you know, then Cardinal, now Pope Leo used to play with his brother every day. Yeah. Right. They played work with friends in Wordle. And that was for them, not just about the game, but a way to stay connected and to not have to deal with the daily news that they were seeing.

31:06Sure. You know, that's that to me is the power of games. And it was interesting. I was listening to a podcast the other day. It was I think of Mark Maron's final podcast with former President Obama. And there was a moment in the interview where they were talking about the growth of social media and some of the concerns they have with screen time and all those things. Yeah. And in the middle of it, President Obama says, I will say, though, I play Words with Friends with one of my former staff members every day. And I just I love it when I hear a ping that he's played and I'm ready to go play. Right.

31:39So even in the midst of a conversation about the impact of screens. He's like, but the exception is mine, the one that I use to stay connected with people. And that little sliver for me was just proof positive that there are all these benefits that people don't want us to ignore, whether they make it the focal point or the small exception within the conversation. It's still critically important for them to be able to convey that. So I think it's important that we harness all of it because that's the entry point, but also a destination. And it's also, you know, I think we talked a little bit about the the moment that we're having right now in terms of gen z is the dominant space in a lot of what we see in terms of culture creation and media representation in terms of you know stories that we grew up with are different now you know the ways that people touch entertainment is very different across the world mobile is more than likely your first you know point of of contact with not only games but technology now at this point i know kids who are three who have an ipad who are touching things and have better understanding how to navigate that ui in that system than people who are three times their age right yeah and i think you know we don't we didn't even dig into the part around you know how different cultures are kind of coming to those different different um uh uh demographics are coming to those spaces because of the the financial burden that winds up happening if you don't have enough money to buy a five thousand dollar pc but you can buy a twelve hundred dollar phone on a subsidy from whatever your carrier may be or any of those things i think we've gotten to the point where like you said the the conversation around mobile being lesser than, which I think is the main driver for a lot of those negative conversations, has been removed from a lot of people who are paying attention.

33:38But it also feels like we're now giving more space to other places to be able to build the games of the future. We're seeing tons of fantastic co-dev work coming out of Africa these days. We're seeing a ton of a lot of great work happening across the world that aren't just u.s centric but are influencing the ways that we are looking at the culture of games and what what's happening one of the biggest uh markers of a video game kind of um uh transcendence was uh from riot when when everything popped off on netflix for them uh with with the shows that they were putting out for them those are all from french creators that worked at riot who were doing that work who making that stuff out so it feels like we're in a really good space from a full understanding of where we are in the moment what do you think is your biggest task looking forward because i think the the the stuff that we talked about for the kind of 2025 slate are are good and we know where those are happening what are the kind of future facing things that you're looking at now are like, we have to get ahead of this conversation or this potential legislation or any of those things, because we're seeing a lot of blowback from this administration about technology.

35:00We're seeing a lot of different angles that things are kind of coming at us from. What are ways you all are kind of thinking about the future of those discussions and how to kind of work with this administration for the next couple of years? Well, you know, for us, we work with any and every administration that is out there because, you know, we're at the state and federal level, because for us, everyone plays games. We want everyone to have access to games and we want to grow the industry. And we know that when you're playing with people, you have, you probably have zero idea about what their political leanings might be.

35:34You might have a conversation about certain things, but when you're in game mode, it's, are you on my team? Are you against me? Right? Like, it's kind of like you're, you're enjoying that experience. And so we have to make sure we are nonpartisan in our approach. And we lead with games because we think that's our strength. And we try to find out the best way to convey that story. And usually it is a very personal one to them. And then that helps us bolster that with the facts. So, you know, it's interesting. One of the fun things in this report for me was the fact that not only are things like, you know, you know, uh, resilience and those kinds of soft skills, uh, being valued by gamers around the world.

36:16But so are some like problem solving skills and being able to, um, actually get technical skills. And, uh, there's a fun fact about how with respect to sports related games, uh, 54 % of global players found that those sports games helped their real life sports improve. huh uh so games like nba 2k or ea sports football club or what have you uh people are playing games and then finding that the video game improves those skills that's an interesting like flip on how people probably think about games and i think even the nfl will say players are coming in much more prepared because of madden they know playbooks they understand what yyz curl slant means yeah Right.

37:02Because all of a sudden the terminology is not so strange to you because you're used to this thing that's occurred to you in gameplay, maybe in the offseason when you weren't watching, you know, you know, 18 or 20 games, you know, you know, every week. And so I just for us, it's important to remind people of the ubiquity of games and how much it resonates in their own lives. And then we talk about the benefits and then how you maintain those benefits with an industry that really doesn't ask for a lot. Like what we're trying to do is actually grow, which is why you see continued investment in our industry.

37:36People still want to come in and, you know, why things like the H-1B visa concerns or the tariff concerns impact us in a way where there are opportunities that are lost. You know, one of the things we share with policymakers on tariffs is if in the U.S. we're somewhere between a 50 and a 60 billion dollar industry, five of it is on devices, accessories, consoles, right? Five. The rest is on content. And so in many ways, you're stopping the growth of this exponential version of the content to tax and tariff, you know, five billion dollars. and what that difference could be for a family that's thinking about getting a new console.

38:23And so just really humanizing it to those, you know, making it really simple. This is the impact you're having because the growth engine here is development of games. Yeah. Oh, sorry. Keep going. Finish your last part of your thought. No. So for them, they can see what growth they're leaving behind, particularly for an administration that wants more jobs created, more things happening in America, more growth. We're the number one exporter of games in the world. And so you want them made here. So let's make it easier to make the games here by bringing in the talent and making it and then exporting it.

38:56Yeah, and I think that's the hard part for me has been watching what's happening currently and being a part of the system in the ways that I can. I've worked in multiple studios at this point. I continue to want to be a person who works in games and i continue to want to see us continue to make some some some amazing products for folks to be able to have fun again that the baseline of all of this is you know we are we are one of the only um entertainment spaces where the baseline is joy right like the baseline is joy like that's that's what we're delivering to people every day with the games that we make and the products that we that we produce um but it always it also is one of those things of like it is hitting people's pockets in a really interesting way now we're not seeing at least at least from my friend circles and folks who i interact with on on the daily on social media their biggest fear is will i be priced out of the thing that is bringing me joy and i feel like if you're having those discussions where you're you're leveraging the powers that you all have at the esa to make the case for why that's not going to be helpful to anyone in the industry that's fantastic and i'm I'm happy that you all are doing that work to make those cases be known for folks.

40:10I do want to poke at one last piece of data that you pulled from the report that I think is actually really, really smart to have shown. Because not only speaks to me, but it speaks to a lot of the questions that come to me from parents and folks that are worried about their kids spending too much time in there. You can't really see it as well because I messed up and didn't blow it up properly. But on the left-hand side, there's a segment that talks about how playing video games can provide valuable job skills. And I think that was a really, really important thing to put in. It talked about cognitive skills such as perception, attentional control, and decision-making improved when subjects were trained with video games.

40:53People with professions such as nurses and doctors showed improved decision-making and risk assessment when training with serious simulation games. I think that's a brilliant thing to put in here because that speaks to some of the things that we just talked about, right? We're talking about a changing job force. We're talking about the potential of, you know, the specter of AI being the thing of like, will it take your job away? But can games also give you skills that will also bolster your ability to find good ways to stay relevant in the game market, in the job market? Are you still finding that that translation is is coming across to folks in a real way of like, again, this is a hobby.

41:39This is a thing that your kid will be doing for probably most of their life now because they've been they've grown up with it. How do you embrace this as opposed to push it away from from from that layer? Are you finding more more good angles to be able to talk about that? I think as we provide people with more examples of the impact games have on learning, the more they recognize it. I mean, the fact is, I think almost 70 percent of teachers in the U.S. use some kind of digital learning in their classroom, particularly through games. And so as games, because games make things sticky because you're interacting with it and it's not a passive way of engaging.

42:19And so I think all those things help. then there are certain things within games that help you like wanting to learn more technical skills and using your technical skills and there's a fun study we cite in our in the back of the report because the report has mainly the survey evidence that we have but the back couple of pages just have lists of independent studies that we think would be interesting for people to know about there's one out of the university of texas that found that high school and college students with video game experience outperformed actual medical students on robotic surgery simulations because of their superior eye-hand coordination.

42:54You know, so it's like one of these things where that's a kind of small, fun study. But when you think about the need people are going to have to do things like robotic surgery or remote surgery, because if you're trying to get to places where it's hard to reach, we talked about different parts of the world that may not have all the broadband or all the places to do things. Having skill sets that can translate into other areas is going to be crucial. and video games are just a great breeding ground for learning for uh learning like both mental and cognitive skills but also technology skills and uh it also inspires people to want to learn more because usually people who love playing games also want to understand not just the cheat code but how is this game made and how does it work and so it served this inspirational level as well so on top of the kind of skill level that you're getting on the technical level, it's also inspiring you to really appreciate how these things get created and spurring your curiosity to want to create something of your own if it's not game something else.

43:57I mean, I know for my I wouldn't be here with without games, to be honest. You know, games have given me my career, has given me any visibility, has given me the ability to talk to dope folks like you and has given, you know, so many folks on the planet a voice to be able to talk through not only you know finding their own voices but also working through the the struggles of daily life and i think gaming continues to be something that drives all of that in a really profound way even even if the weird the weirdness is happening around us we are still doing good work in the ways that we that we can um and i appreciate the work that you do stanley with with everything that you do over at the esa um thank you so much man for for hanging out with me for, for almost an hour.

44:43I, I know I try not to keep too much of your time, but it always gets really, really deep into the weeds about all the goodies, all the goodness that's happening in the space and how we kind of talk to, you know, the folks who are, who are in the Beltway about these really important issues and how things are being affected in, in this medium and in this pastime that we all kind of enjoy and love. So. Yeah. Well, just thank you. Thank you. Thank you for allowing us to be on your platform to spread the word about these things. Like, I really do want to democratize this information and make sure that everyone becomes an advocate for games because, you know, the more people are using it in their everyday life, the easier our role is at ESA because the truth of the matter is no one organization is going to go and address it all.

45:23It's about changing how people culturally see it. And they're engaged with games at a deeper level than they appreciate. And so highlighting that is really all of our jobs. So thank you for helping us spread that message, but also for showing what games can do in your own life, in your own platform, and in how you convey who you are. So really appreciate that. Always, always a wonderful time. Thank you for the wonderful kind words and always great to be able to have you here. And hey, if you need a host for that icon event, you know, I might know a guy who knows how to do that. Excellent, excellent.

45:59Seriously, everyone go check out the report. It's on ESA's site. Go check it out. Go read it through. A lot of fantastic data points in there to pluck through and pull out and kind of share with your friends and family who really do care about what's happening in the space and how we are all actually connected through the art of games and through the art of this medium. Stanley, again, thank you so much for your time. We'll definitely have you on the show again. We need to have the third time champion come on. You got to come on for the three-peat. and all that good stuff. Have you been watching any of the NBA games since they just started yesterday?

46:38Not yet. I kind of get through football. Yeah, yeah, yeah, yeah. And then I get to, you know, I've watched the – it's funny, I happen to be in Canada for a couple days, and so I was able to watch the last game of the American League series with some Canadians. So they were very excited. Oh, my goodness. So I get to each sport and it's time. I mean, I'm on the West Coast. The closest we have to a baseball team here in Portland is the Mariners. So everyone was losing their mind. They lost their mind. But the Knicks are starting tonight. So that's all that matters. Again, Stanley, thank you so much for being here.

47:16We're going to head to a quick break and have a little bit more spawn on me right after this. What if you could transform your body, level up your mind, and unleash your warrior spirit all by playing a role-playing game? Well now you can with Infinite, the world's first science-backed fitness fantasy RPG where real-world progress becomes your power. Create your avatar based on your goals and level. Then explore game modes like the Dungeon, Academy, and Sanctum using powerful tools and apps to forge real transformation. You ready to combine fitness and gaming to unlock your ultimate potential? then visit fitnessfantasyrpg.com and use the code SPAWNOMME for 10 % off your custom plan.

48:03Play Infinite and become the hero of your own fitness story. Hey there, my name is Naomi and you might know me from internet things like hosting for IGN. I'd like to introduce you to my new show This Week in Gaming. It's 20 minutes, short and sweet, and every week I go through all the important gaming news that you need to know. And then we have folks on like Khalif Adams, who shows up quite often, talk about all the important news. And you get to listen to it wherever you get your podcast. So it's easy to find. Just look for This Week in Gaming and make sure to give it a follow. And every week, Monday at 9 p.m.

48:35Pacific time, you get a brand new episode. I hope you'll join me. Man, that was great. Like, again, shout out to the fam Stanley for coming through and hanging out and talking to us about the power of play and talking to us about what it's like to work in this group, working alongside this administration, I think is a really tough deal to have to try to work through when we're seeing so many different folks talk about games from a place of disinformation and misinformation. It's nice to be able to have folks who are doing the work of getting that information in real time and sharing that to all of us in a public way.

49:11I think it's really important to continue to think of gaming as a good space for good things. And I think this report did a really good job with that. So much love to you for coming through and for hanging out and much love to you for coming and hanging and listening to the show this week and every week when we put the shows out for all of you. Please remember to go subscribe on podcast platforms all around the planet. That would be Apple Podcasts, Spotify, YouTube, especially YouTube has been blowing up and growing much faster than I expected with a lot of folks kind of digging in and doing some work there.

49:42so please please go check out those places as well but until next week we got more dopeness coming to you live here from spawn on me so much love to you all have a good weekend have a good rest of your week i should say and peace

From the publisher

We sit down with the head of the ESA, Stanley Pierre-Louis, to unpack the Power of Play 2025 report—what 24k+ players across 21 countries say about gaming’s impact. We also discuss their current policy mission and what it is like working with the current administration. Read the report here: https://www.theesa.com/wp-content/uploads/2025/09/PoP-2025-v10-web-spreads.pdf. the ESA

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