Recognizing February 3, 2009, as Entertainment Software Day in Texas.
Impact
By officially designating a day to honor entertainment software, this resolution underscores Texas's commitment to fostering a vibrant gaming industry which, according to the resolution, supports over 7,000 jobs within the state. Texas ranks third nationally in computer and video game development, reflecting an environment conducive to growth and innovation in this sector. Such recognitions may enhance the visibility of Texas's contributions to the gaming industry and stimulate local economic development through increased awareness and potential investments.
Summary
Senate Resolution No. 83 recognizes February 3, 2009, as Entertainment Software Day in Texas, acknowledging the importance of the entertainment software industry to the state's economy and culture. This resolution highlights the cultural significance of video games, noting that nearly two-thirds of U.S. households engage with computer and video games, with an average player age of 35. The resolution emphasizes the positive aspects of gaming, not just as a source of entertainment but also as a tool for cognitive development and problem-solving skills in players of all ages.
Conclusion
In conclusion, SR83 serves to highlight both the cultural and economic importance of the entertainment software industry in Texas. It positions gaming as a legitimate and valuable part of the state's cultural landscape, promoting the industry while advocating for informed engagement with digital entertainment in family environments.
Contention
Notably, the resolution also addresses the role of educational institutions in Texas that contribute to the development of talent for the gaming industry, such as specialized programs and curricula at various Texas universities. Furthermore, the resolution references the importance of responsible gaming by applauding the entertainment software industry's efforts to promote safe gaming practices through its rating systems and parental control technologies. This speaks to a broader acceptance and recognition of gaming in society, which can sometimes face scrutiny regarding its influence on youth.