10,000 Gamers Join New "Video Game Voters Network" In First Week
Washington, D.C. (March 23, 2006) - Over 10,000 American computer and video game players joined the new Video Game Voters Network in its first week of existence, coming together to take a stand on video game policy issues, the Entertainment Software Association (ESA) said today. The Video Game Voters Network, launched on March 13th, is a grassroots political network established as a means for American adults who play computer and video games to organize and take action on important policy issues affecting the computer and video game industry.
“Voting age gamers from all fifty states have joined the network, and we are gratified that we’ve been able to create an outlet for so many of them to be heard on the issues they care about when it comes to video games,” said ESA President Douglas Lowenstein. “With the average age of gamers at 30, and the core audience at ages 18 to 35, our goal is to demonstrate that video gamers can be a political force. In the months ahead, we look forward to working with Video Game Voters Network members to make sure their views reach policymakers at the Federal, state, and local levels.”
The Video Game Voters Network opposes efforts to regulate the content of entertainment media, including proposals to criminalize the sale of certain games to minors, or regulate video games differently than movies, music, books, and other media. The site, a project of the Entertainment Software Association, enables gamers to stay updated about these and other game industry related issues, to register to vote, and to take action by contacting federal, state, and local officials to express their views. Gamers over 18 years old can join the Network and/or send a letter to policymakers at www.videogamevoters.org.
The ESA is the U.S. association dedicated to serving the business and public affairs needs of the companies publishing interactive games for video game consoles, handheld devices, personal computers, and the Internet. ESA members collectively account for more than 90 percent of the $7 billion in entertainment software sales in the U.S. in 2005, and billions more in export sales of entertainment software. For more information about the ESA, please visit www.theESA.com.
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