Government Uses Esports Methods to Expand Its Mission
Game-based approaches to research, education and engagement tap a new audience.
Online games are more than just fun and games; they represent a booming industry that caters to a global audience. Reports cite 2 billion to 2.5 billion players worldwide, with the gaming industry projected to be worth $300 billion by 2025.
Since gaming is a broadly distributed and popular digital technology, government institutions have a growing desire to meet its audiences where they play. For example, the U.S. Army has developed its own competitive esports team as a means of reaching out and recruiting young gamers.
Beyond the military, federal entities are leveraging games in other ways in order to meet agency mission goals. The approach and framing may differ from institution to institution, but the essence is the same: These games are not for entertainment purposes but for education, promoting innovation in research and making policy discourse come to life.