Sony's social responsibility

Sony presents its initiatives to bet on the video game as an educational tool and in favor of social inclusion.

Diversity in video games is an issue that has enriched the environment with a new approach. Aware of its impact on society, many studies are committed to enhancing the usefulness of digital leisure as an educational tool. Sony Spain has decided to bet on the promotion of several platforms that explore digital leisure as a positive and responsible tool, so it has presented its Corporate Social Responsibility Activities Report. Under this philosophy, developments of PlayStation Talents titles such as Melbits World, winner of the PlayStation Awards have been carried out; o Massira, exhibited at the Barcelona Games World in 2019.

Liliana Laporte, general director of SIE Iberia, developed one of Sony's key concepts: self-responsibility, that is, the promotion of responsible use of video games and good habits among players: “It is clear that video games are very present in today's leisure, especially in the youngest and it is everyone's responsibility that this form of entertainment is done in a safe environment, ”said Laporte. "In this sense, within the area of ​​self-responsibility, our efforts are aimed at informing and educating parents and children in the use of video games so that they can enjoy them safely and responsibly."

The psychological and social impact of the video game

Thus, Sony is committed to games as a means to improve people's lives, so it has joined forces with other associations to devote attention to vulnerable groups. An example of this is Juegaterapia, a foundation dedicated to bringing the game to hospitalized children. María José Jara, director of projects and events at the Juegaterapia Foundation shared the origin of this initiative: the founder, Mónica Esteban, gave her a PSP that was receiving chemotherapy treatment in the hospital and immediately "her face lit up." Thus, digital leisure opens a space in which the child has autonomy and a pleasant moment of escape. Jara also highlighted the psychological advantages of the videogame during the hospitalization period: “numerous studies have shown, as well as our own direct experience, that video games have a very positive effect on sick children, especially if they have to spend long periods of time hospitalized. " Sony has collaborated with Juegaterapia through donations of money, consoles and video games.

The influence of video games on the recovery of patients was not the only psychological impact that was explored during the presentation. Susana Martín, responsible for communication and CSR at SIE Spain, highlighted digital leisure as an educational tool and how through it she wanted to highlight the power of the videogame as a tool to transmit values ​​and make visible less known realities. It is the case of titles like Massira, of Frost Monkey Games, through which we put ourselves in the shoes of two Syrian refugees seeking a new life; Treasure Rangers, which normalizes autism; o Arcade Land, aimed at children with cerebral palsy. Roberto Yeste, communication director of SIE Iberia and responsible for the PS Talents program, has told us about how PlayStation Talents, Sony's platform to boost the development of Iberian videogames, bets on titles such as those mentioned, which add an enriching value to their works which, in addition to giving them personality, move the player with his message.

Massira Frost Monkey Games PlayStation Talents Sony Spain Social responsibility PS4 Gambling therapy

The video game as an educational tool

“When we play, we are all equal”, was the conclusion reached, summarizing that, regardless of our social position, gender, nationality, etc., within a digital framework we play under the same rules, with the capabilities that It gives us the same game system and its corresponding mechanics. Under this philosophy, the I League of Unified eSports, organized by Special Olympics Madrid and Fundación Telefónica, aspires to make electronic competition an inclusive space for all audiences. Marcelino Pérez, director of Special Olympics Madrid, states: “the competition offers people with intellectual disabilities the opportunity to join the esports boom from the beginning through a tournament in pairs. And it's wonderful to see how everyone who participates enjoys and creates bonds while they are playing regardless of their background or skills. ” Likewise, sportsmanship is a vital pillar in unified eSports: Pro Evolution Soccer was mentioned as a game that unites and shares a space among all, and includes people with disabilities. They have opted for sports simulators and neglected violent games and power-ups that require additional payment.

The 3M Foundation is another association that collaborates with Sony to bring video games to the school classroom as an educational tool. The objective, according to President Alejandra López Baisson, is “to promote STEM and make fun sciences.” At the 3M Foundation they have launched a virtual reality platform through which they seek to involve students in a playful experience in the that the didactic units learn and put into practice. López highlights the good reception of his proposal: “The experience with the children has been very positive thanks to the interaction of video games and interesting content for them.” The schools are not the only ones that bet on the gamification of education: the Thyssen Museum also incorporates recreational tools for visitors, thanks to the collaboration of Gammera Nest, a study directed by Daniel Sánchez, who is committed to the educational facet of digital leisure.

3M Foundation Sony Spain Responsibility Sony PlayStation 4 PS4 virtual reality PlayStation VR education gamification

Finally, Sony announces its commitment to the environment with Playing for the Planet, a global initiative linked to the UN whereby the company is committed to breaking the footprint of the bastard, optimizing energy efficiency and raising players awareness about the change climate.

Thus, Sony transmits a philosophy that is committed to society and through which it contemplates the video game as much more than a means of entertainment. In both teaching and electronic sports, digital leisure still has a lot to say.

Arcade Land Koth Studio responsibility Sony Sony Spain PlayStation Talents attention to diversity inclusion PlayStation 4 PS4

About author

Chris Watson is a gaming expert and writer. He has loved video games since childhood and has been writing about them for over 15 years. Chris has worked for major gaming magazines where he reviewed new games and wrote strategy guides. He started his own gaming website to share insider tips and in-depth commentary about his favorite games. When he's not gaming or writing, Chris enjoys travel and hiking. His passion is helping other gamers master new games.

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