ESG Gaming: Breaking the stigma of ageing, loneliness, and social isolation

Ahead of ESI Events’ flagship conference ESI Lisbon (September 23rd-25th), ‘Looking at Lisbon’ takes a look at some of those behind the sessions. This article provides some background into the works and mission of ESG Gaming, and, namely, how gaming and esports can help to tackle loneliness, social isolation and reduce risk factors for dementia for the 50-year-plus population. 

While it can be hard to pinpoint the exact reason why more and more older people are playing video games, it is clear that the pandemic may very well have been highly influential in boosting these figures. However, it could be more than the pandemic, as Lee Willows, Founder of ESG Gaming explains: “With accessibility improving and the increase of video games becoming available on mobiles and tablets, you no longer need a gaming console or PC. 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 as the most powerful entertainment medium to better connect those from different generations seems undeniable, 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 the Lenovo Silver Snipers and Goodday Charge in Malaysia are indicative of the potential in this area, but 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.’  The piece also touched on the myriad of benefits of gaming.

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. Lee is clear that they are looking to break the stigma of ageing, and in turn help to tackle loneliness, social isolation and risk factors for dementia for the 50-year-plus population. The aim being to help them to keep their minds active, and build both digital and employability skills and friendships across their communities. But it is far more than playing games, as Lee goes on to explain. 

“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 strongly believes in not only delivering tangible social impact for humanity but also giving back to the esports and gaming community. Celebrating its third anniversary in Lisbon, ESG Gaming will again be the official not-for-profit partner of the event and principal partner of the ESI Film Festival, including the donation of the prize fund. 

Lee 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’. 

‘Giving back to the esports and gaming community is really important, and at ESG Gaming, we have a particular passion for grassroots, community-led organisations’. 

ESG Gaming won ‘Best Product’, at the world's biggest EdTech event, Bett 2024, in London at the start of the year, for its work with HTC Vive and others, alongside being a South East regional finalist for the prestigious Start Awards . With a lot of social impact focused works both being delivered and more being further developed, you can keep up to date with ESG Gaming by visiting the site here: https://esggaming.org/ . This includes their Research Hub, an overview of ESG Gaming’s product suite, more about its mission, transparency on its governance and, of course, how to get in touch. 

Join Lee, the ESG Gaming team, and multiple leading stakeholders from across gaming, esports & the creator economy, to discuss all the above, and more at ESI Lisbon. Tickets to the largest B2B esports, gaming and creator economy industry event are available for purchase here