Recognizing February 3, 2009, as Entertainment Software Day in Texas.
The resolution draws attention to the economic contributions of the entertainment software industry in Texas, which is noted to provide over 2,000 jobs directly and 5,000 jobs indirectly. The industry's presence not only boosts job creation but also encourages educational institutions in Texas, such as Southern Methodist University and Texas A&M, to develop curricula that support the growth of talent in this field. By recognizing Entertainment Software Day, the resolution promotes the cultivation of local talent that can contribute to the state's competitive position in the gaming industry.
House Resolution 223 recognizes February 3, 2009, as Entertainment Software Day in Texas. This resolution highlights the significant role that the entertainment software industry plays in the cultural landscape of the state and nationwide, noting that nearly two-thirds of American households engage in video gaming. The resolution emphasizes the average age of video game players, which is around 35 years, showcasing the widespread appeal and demographic reach of the industry.
While the resolution does not propose any direct legislative changes, its notable points include the industry's efforts in self-regulation through the Entertainment Software Rating Board (ESRB), which has earned praise for its effective rating system. Furthermore, it highlights broader social implications, suggesting that video games can enhance problem-solving skills and physical activity among players of all ages. These points may generate discussion regarding the positive versus negative impacts of gaming on society, particularly among parents and educators.