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ESA Announces 2026 Interactive Entertainment Impact Award Recipients

ESA Announces 2026 Interactive Entertainment Impact Award Recipients

The ESA names Representatives Stephanie Bice and Jim McGovern, alongside iCivics, as recipients of its 2026 Interactive Entertainment Impact Awards.

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ESA Recognises Video Game Industry Advocates

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The Entertainment Software Association (ESA) has announced the recipients of its 2026 Interactive Entertainment Impact Awards, recognising U.S. Representatives Stephanie Bice and Jim McGovern, alongside civic education organisation iCivics, for their contributions to the video game industry and the wider impact of games on society.

Announced on July 15, 2026, the awards recognise individuals and organisations that support the video game industry's development and use interactive entertainment to promote education, innovation and social engagement.

Established in 2024, the Interactive Entertainment Impact Awards highlight the role video games play in the U.S. economy, creative industries and communities.

ESA Recognises Video Game Industry Advocates

ESA President and CEO Stanley Pierre-Louis said this year's recipients had demonstrated how video games can contribute to economic growth, creativity and education.

According to the ESA, more than 212 million Americans play video games, making the medium a significant part of everyday life across the country. The organisation also highlighted the industry's contribution to employment, innovation and community development.

Representatives Stephanie Bice, a Republican from Oklahoma, and Jim McGovern, a Democrat from Massachusetts, were recognised for supporting policies intended to protect intellectual property, encourage innovation and expand opportunities in education and workforce development.

Bice serves as a co-chair of the Congressional Video Game and Esports Caucus. She said her work with the caucus had provided insight into the ways games connect people across different age groups and circumstances.

She highlighted the role of games in bringing families together, allowing friends to maintain social connections online and providing potential benefits for older adults and veterans adapting to life after military service. Bice also reaffirmed her support for innovation, creativity and a safe online environment.

McGovern pointed to the video game industry's presence in Massachusetts, where educational institutions have helped train developers who have gone on to work in the industry.

He also highlighted the medium's potential to encourage critical thinking, curiosity and social connection, while recognising the contributions of developers, artists, writers, musicians and other workers who support the U.S. gaming economy.

iCivics Recognised for Using Games to Teach Democracy

The ESA also recognised iCivics for its work in civic education, particularly its use of video games to help students understand democracy and government.

The organisation has spent 15 years developing educational experiences that allow students to explore civic processes through interactive activities. Its games cover subjects such as legislative negotiations and Supreme Court cases, giving students opportunities to engage with concepts that might otherwise remain abstract.

iCivics CEO Louise Dubè said the organisation was honoured to receive the award, adding that games can help young people better understand their role in society and develop the confidence to participate in democratic processes.

The recognition comes as the United States approaches the 250th anniversary of its founding. The ESA said iCivics had played an important role in encouraging the next generation of informed and engaged citizens.

U.S. Video Game Industry Reports Billions in Economic Impact

The awards also highlight the growing economic importance of video games in the United States.

According to the ESA's 2026 Essential Facts report, 212.3 million Americans play video games regularly. The organisation also reported that U.S. consumer spending on video games and related products reached $60.8 billion in 2025, more than doubling the $30.2 billion recorded in 2015.

The ESA's 2026 economic impact report found that the U.S. video game industry generated and supported more than $95.8 billion in total economic impact in 2025, contributing $65 billion to the country's gross domestic product (GDP).

These figures reflect the industry's role beyond game sales, encompassing the broader economic activity supported by game development, publishing and related businesses.

The ESA has increasingly highlighted the cultural, social and economic contributions of interactive entertainment as part of its advocacy for the industry.

Previous Interactive Entertainment Impact Award Recipients

Since the awards were introduced in 2024, the ESA has recognised several other individuals and organisations for their contributions to video games and their wider impact.

The previous recipients include:

  • 2025: Senator Lisa Blunt Rochester (D-DE), Senator Thom Tillis (R-NC) and the Foundation to Eradicate Duchenne.
  • 2024: Representative Jay Obernolte (R-CA), Representative Marc Veasey (D-TX) and AARP.

The 2026 recipients continue the awards' focus on industry advocacy and the use of games to support educational and social initiatives.

Founded in 1994, the Entertainment Software Association represents and advocates for the U.S. video game industry. Its work includes promoting the industry's economic and cultural contributions while supporting a sustainable environment for game creators, publishers and businesses.

For more information, visit the ESA's official website.

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