Game Industry Launches Political Outreach Program

The Video Game Voters Network (VGVN) today launched a new program to engage students at colleges and universities around the United States. The VGVN Ambassador Program will introduce students to important civic and political issues surrounding the entertainment software industry and empower them to get involved.

VGVN Ambassadors will be the driving force of the program and eligible for upcoming discounts, promotions, and prizes. These self-selected students at college campuses will promote the mission of VGVN and educate fellow students on the civic issues surrounding the computer and video game industry. In addition to organizing important community for future artists, developers or supporters of the video games, these Ambassadors will develop great leadership skills and gain valuable volunteer and civic engagement experience. Any student wishing to become an Ambassador can go to the website to find out how.

"Hundreds of thousands of VGVN members are active already in this community. Now we’re looking forward to tapping into that same passion and energy among college students, encouraging them to take action on important video game issues and educate each other about this medium," said Rich Taylor, senior vice president of the Entertainment Software Association.

The VGVN Ambassador Program utilizes an online platform that will support Ambassadors as they recruit more members and organize local events. The Ambassador platform also serves as a collaborative forum for students and VGVN members to share ideas, highlight interesting topics about the industry and set up local events.

The VGVN is ESA’s online community with a mission focus on the positive impact that video games have in society. Through legislative outreach, active online forums, and interaction with both new media and mainstream media, this network of more than 300,000 individuals is actively promoting the rights of video game creators and consumers. The network is building a groundswell of support for the positive influence video games have on the economy, health and families, artistic expression, education, and everyday life.

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