Playing the game: corporate social responsibility and the games industry

AuthorDavid Hillier,Peter Jones,Daphne Comfort
Published date01 August 2013
Date01 August 2013
DOIhttp://doi.org/10.1002/pa.1457
Research Note
Playing the game: corporate social
responsibility and the games industry
Peter Jones
1
*, Daphne Comfort
1
and David Hillier
2
1
Business School, University of Gloucestershire, Cheltenham, UK
2
Centre for Police Sciences, University of Glamorgan, Pontypridd, UK
This paper provides an exploratory review of both the corporate social responsibility (CSR) agendas and
achievements bein g publicly addressed by the worlds leading games companies, and offers some wider reections
on the ways these compan ies are constructing and pursui ng CSR strategies. The paper beg ins with a short discussion
of the origins and characteristics of CSR and a thumbnail sketch of games and the games industry. The empirical
material for the paper is drawn from the CSR material posted on the Internet by the worldstop10gamescompanies.
The ndings reveal that although the majority of the top 10 games companies provide some information on their
approach to CSR, only a minority claim to be integrating CSR into their core business activities. Although the
companies emphasize their commitment to promoting responsible gaming, they offer little if any commentary
on what many critics see as the potentially damaging human consequences of the irresponsible development and
playing of games. The majority of the top 10 games companies also address a wide range of impacts within the
marketplace, the workplace, the environment and communities in which they operate. Although the leading games
companies generally adopt a positive stance towards CSR, the independent external assessment of the reporting
process is limited. More generally, the paper offers some critical reections on the CSR agenda currently being
pursued by the games in dustry. The paper provides an overvie w and some reections on the CSR agenda being
pursued by some of the wo rlds leading games companies, and as such, it will interest academics in business and
management, and information systems and media departments, a range of people wo rking in management posi tions
within the games ind ustry and those profe ssionals who work wi th the industry. Copyright © 2013 Jo hn Wiley &
Sons, Ltd.
INTRODUCTION
The games industry, initially often seen as a niche
entertainment principally for children and teenagers,
now provides a wide range of entertainments for a
seeminglyeverincreasingnumberofpeopleofall
ages, and it has become a dynamic multi-million
pound global industry. Although Dyer-Witheford
and Sharman (2005) have suggested that some of
the most popular games rank amongst the cultural
icons of our era, Asi Burak, Co-President of Games
for Change, a US not for prot gaming advocacy
organization, cl aims games will be the dominant
mediaformofthe21stcentury(World of Business
Ideas, 2012). The range of games, taken throughout
this paper to embrace both video and computer
games, on the market seems to be constantly
expanding and in cludes action games, adventure
games, role-playing games, simulation games,
strategy games, vehicle simulation games, adult
games, music games and educational games.
Anumberofbenets are claimed for games
including individual and family entertainment;
the development of childrensliteracyandnumeracy
skills; the development of life skills, for example,
delegating responsibility, promoting teamwork
and steering groups of people towards common
goals, by teenagers and students, which may prove
valuable in entering the world of work; enhanced
problem solvingskills and higher levels of perceptual
and cognitive ability amongst adults (Steinberg, 2012).
However, games have also attracted widespreadvocal
criticism and controversy (Prot et al., 2012). Criticisms
have included con cerns about the de velopment
of, and desensitization to, aggressive and violent
behaviour amongst young people: gender bias,
gender stereotyping and the portrayal of woman
as sex objects; explicit sex; the exploitative and
commercialistic nature of games and the compulsive
playing of games and the development of addictive
*Correspondence to: Peter Jones, Emeritus Professor, Business
School, University of Gloucestershire, Cheltenham, UK.
E-mail: pjones@glos.ac.uk
Journal of Public Affairs
Volume 13 Number 3 pp 335344 (2013)
Published online 20 March 2013 in Wiley Online Library
(www.wileyonlinelibrary.com) DOI: 10.1002/pa.1457
Copyright © 2013 John Wiley & Sons, Ltd.

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