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Who we are?
Recognizing the need to empower and enable gamers, while providing them with representation, game industry experts formed the Entertainment Consumers Association (ECA). The ECA is a 501(c) (4) non-profit membership organization that was established to give gamers a collective voice. The association's scope and scale are ambitious; tackling State and Federal legislation, re-defining the mass market's perception of gamers and negative stereotypes and educating members on topically-important issues. The ECA provides a whole host of member benefits that include a compelling value proposition whereby members get access to concerts and events, discounts on game rentals, magazine subscriptions and even travel discounts.
Discounts
Membership in the association costs $19.99 a year and provides over $300 worth of discounts back to its members. Discounts available to ECA members include: hotel in the US, games, magazines, gaming books, LAN centers, events/conventions, insurance, and more! ECA partners with companies which share our belief systems and pass along savings and opportunities to our members.
Education
ECA provides unique web-based resources for its members, including:
• Access to job boards.
• Career development and advocacy programs
Chapters – They aren't just college chapters as they are State and regional too. They actively raise money for charities, work events, host LAN parties.
ECA Student Chapters serve students of a particular college or university who are interested in political activism and/or a career in the game industry. Chapters meet primarily to work on political activism/member-drive projects. Ideally, chapter members work as teams towards the completion of letter writing campaigns to politicians regarding antigame laws.
Websites
The ECA owns and operates some of thecategory's most compelling media outlets. GamePolitics.com, GameCulture.com, GameJobs.com, VideoGameYellowPages.com, ECA Today (our nightly newsletter) and of course, TheECA.com all serve to facilitate information and resource sharing.
Forums and community
Given our demographic, it was and remains important for the ECA to be where our current and prospective members are. We have dedicated staff who are present to interact, answer questions and be available. Our websites provide access to all of the member benefits as well as a formidable forums presence, which enables member interaction, education, and serves as a portal for member and chapter communications.
ECA Marketing
• Podcasts, blogs and videos. The ECA was built by gamers, for gamers. We know
what they want and how they like it delivered. To that end we're offering members a variety of media alternatives from which to choose.
• Events, shows and conferences: We have a presence at over 100 events annually. This
is in part to connect with them face-to-face and provide opportunities to interact with each other and our staff. Some offer our members discounts on admission and some of them provide further incentives.
• ECA ad and marketing campaigns reach over 11 million gamers, online and in print
each and every month. Our ads are intended to be edgy and solicit interest in the organization and our objectives.
• Radio and TV coverage. It's of utmost importance that consumers weigh-in. And until
the founding of the ECA gamers were the only group not represented by a formal organization. Mass media outreach is key to regularly beating the drum and consistently defining ourmembership in the best and most accurate light. We've already established the association as the go-to resource for media on game consumer matters as witnessed by our presence as experts on ABC, CBS, FOX, MSNBC, and in diverse print outlets such as Electronic Gaming Monthly, Better Homes & Gardens, Gentleman's Quarterly (GQ), and USA Today...to name but a few of each.
Video Game Advocacy & Government Relations
From a political and cultural perspective, these are challenging times for gamers. More than ever before, video games have become a favorite societal "whipping boy" of certain elected officials. Since 2005, legislators in California, Minnesota, Illinois, Michigan, Louisiana and Oklahoma have attempted to curtail the rights of gaming consumers to purchase video games.
As gamers, we must make our voices heard. That's where the ECA comes in. On behalf of the game player community, the ECA works to protect our collective game player rights by working directly with legislators as well as through a variety of grassroots digital initiatives.
As a matter of policy, the ECA opposes legislative efforts to unconstitutionally restrict access to video games. Other forms of media, including books, music and movies, are protected by the First Amendment; video games deserve no less.
The ECA represents the 18-44 year-old demographic. Our members are passionate about technology-related issues and invested in the outcome of releated legislation. They're also intensely loyal and reward generosity and attention many times over. Gamers are often overlooked by politicians, but represent a new demographic of voters who can, and will, effect change.
Join the ECA today at www.theeca.com, and make a difference!
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Videogames and Violence
There has never been a causal link established between real-life violence and videogame violence in any verifiable scientific study. Despite this, politicians continue to attempt to link videogames and violence, drafting bills that attempt to regulate minors' access to videogames, require mandatory labeling, and censor videogames.
Let's look behind the rhetoric and look at some interesting facts:
Who Plays Games?
• Gaming is a behavior practiced widely
across the US, with gamers representing nearly 50% of the US population while spending $10 billion annually on interactive entertainment.
• The average gamer is 33 years old.
• The average age of a video game
purchaser is 38.
• Only 31% of gamers are under age 18
and 25% are in fact over age 50.

What are the most popular games?
• Most video games, and the most
popular video games, have no violence in them at all.
• Of the top twenty selling computer games
in 2006, four were rated E or E10+, fifteen were rated T and only one was rated M.
• Of the top ten selling console games in
2006, ten were rated E or E10+, six were rated T, and four were rated M.
• Online, Puzzle/Board/Game Show/Trivia
games account for the vast majority of games played.
How Are Games Purchased?
• Adults are involved in over 80% of video
game purchases, with parents of gamer children reporting that they are present at the sale or rental of games 91% of the time.
Contests for Members
Everyone likes free stuff and gamers are no exception! We've been doing weekly prize drawings virtually since our inception, bundling together sponsor-provided products and services and passing them along to lucky members. We also do daily drawings for new members at all of the events we attend. Prizes range in value, but can include PC/console hardware and software, energy drinks, hats, t-shirts, DVDs, gift cards and more!
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