xi
Introduction
Chrissie Scelsi
Ross Dannenberg1
Entertainment media encompassed by video games and immersive
entertainment has continued to grow and prosper since the publi-
cation of the first edition of this treatise. At the time of our first edi-
tion (2010), the games industry had a total combined dollar sales
of $15.9 billion, with $9.4 billion from video game sales, $0.7 billion
in computer game sales, and $5.8 billion from sales in other game
delivery formats. 2 Nearly 11 years later, U.S. video game industry
revenue has continued to grow to a total of $36 billion, with $6.9
billion in hardware sales and $29.1 billion in software.3 The impact
of the industry on the U.S. gross domestic product is $11.7 billion
in value, and the industry now employs more than 220,000 Ameri-
cans. Immersive entertainment media such as augmented and
1. Ross Dannenberg is a senior partner with Banner & Witcoff, Ltd. Chrissie
Scelsi is U.S. general counsel for Wargaming (USA), Inc. For full biographies,
see the Contributors section of this book. The editors would also like to thank
Andrew Thomas, a rising 3L at American University Washington College of Law,
for his invaluable research assistance, bluebooking, and cite checking during final
preparation of this book.
2.
ENTERTAINMENT SOFTWARE ASSOCIATION, 2011 ESSENTIAL FACTS ABOUT THE COMPUTER
AND VIDEO GAME INDUSTRY
(2011), https://isfe.eu/sites/isfe.eu/files/attachments/esa_ef
_2011.pdf.
3. Press Release, Entertainment Software Association, Two-Thirds of Parents
Embrace Video Games as a Family Pastime (May 14, 2018), http://www.theesa.com
/article/two-thirds-parents-embrace-video-games-family-pastime/8.