Ahead of ESI Events’ flagship conference ESI Lisbon (September 23rd-25th), ‘Looking at Lisbon’ breaks down the topic behind the sessions. This article discusses how gaming and esports can help tackle loneliness, social isolation and reduce risk factors for dementia for those in the 50-year-plus population. Moreover, the piece provides some background into the works and mission of ESG Gaming.
It can be hard to pinpoint the exact reason why more and more older people are playing video games. The pandemic may have been highly influential in boosting these figures since most of society was confined to their homes, particularly those at higher risk.
However, the rise of elderly video gamers was a phenomenon that was bound to occur.
“With accessibility improving and the increase of video games becoming available on mobiles and tablets, you no longer need a gaming console or PC,” explained Lee Willows, Founder of ESG Gaming. “Additionally, older gamers have more free time on their hands, and they are turning their backs on the more traditional pursuits linked to their age group. Reading and knitting are taking a back seat in favour of more active hobbies or those involving technology.
“In addition, the Global Index recently reported that 24% of older adults see gaming together as a great way to bond with the younger generation. Some grandparents, confused by their grandchildren’s talk about video games, have chosen to see what it was all about to understand their world better. Gaming is the most powerful entertainment medium to better connect those from different generations, especially given the ability for family members to play one another regardless of physical location.”
Studies have shown the positive impact of esports for seniors in Japan, and the likes of Lenovo Silver Snipers and Goodday in Malaysia are indicative of the potential in this area. Still, more research and more dedicated initiatives are needed.
A short piece on Linkedin from Ben Navarro, Director of Global Operations & Service Management at PlayStation, in January 2024 spotlighted the increase of older gamers too. Navarro noted: “Traditionally, gaming has been associated with younger generations, but the narrative is rapidly changing. Older adults, once considered passive consumers of entertainment, are now actively participating in gaming communities, exploring diverse genres, and even competing in esports tournaments.”
A core focus of ESG Gaming is to bring together intergenerational populations, families and people from different cultures through participation in gaming, esports and immersive virtual reality. The aim is to break the stigma of ageing and, in turn, help tackle loneliness, social isolation and risk factors for dementia for the 50-year-plus population. Like most social hobbies, gaming and esports can help keep minds active, develop skills and create friendships across their communities. It is far more than playing games.
Willows detailed: “Our social purpose as ESG Gaming is to understand how participation in gaming, esports and immersive virtual reality might reduce loneliness and social isolation, reduce the risk factors for dementia and provide an alternative, drug-free prescription for depression among those aged 50 years and over.
“Working with a wide range of partners including Fraser Esports, Get In Agency, Esports Insider, HTC VIVE and various academic institutions, we are working hard to understand and evaluate the health benefits. These are well known for younger people, but not those of my age and above, and that is where our focus lies.”
ESG Gaming is incorporated as a regulated, not-for-profit Community Interest Company that aims to deliver a tangible social impact for humanity while giving back to the esports and gaming community. Celebrating its third anniversary in Lisbon, ESG Gaming will again be the event’s official not-for-profit partner and principal partner of the ESI Film Festival, including the donation of the prize fund.
Willows continued: “As we enter our fourth year, we will continue our work with partners to scale the reach and impact of our esports and immersive virtual reality workshops as we look to engage with 10,000 people aged 50 years and over.
“We also want to build upon our contribution to the esports and gaming community by launching our gaming research hub and player protection and mental health hub, as well as exploring ways to support grassroots esports teams through commercial sponsorship and business coaching opportunities.”
Recently ESG Gaming was recognised for its efforts in London by winning ‘Best Product’ at notable EdTech event Bett 2024 due to its work with HTC Vive and others. The company was also a South East regional finalist for the UK Start Up Awards 2024.
To find out more about ESG Gaming’s social impact-focused work, check out the company’s website. Moreover, the ESG Gaming team, including Willows, will be at ESI Lisbon (September 23rd-25th). Tickets to the largest B2B esports, gaming and creator economy industry event are available for purchase here.