History
The Interactive Software Federation of Europe (ISFE) was established in 1998 to represent the interests of the sector towards the EU and international institutions. Initially founded by the national interactive software trade associations in the United Kingdom, France, Germany and the Netherlands, ISFE expanded in 2002 to include any company representing the industry within the 27 Member States plus Norway, Iceland, Switzerland and Liechtenstein. Today, ISFE membership comprises 12 major publishers of interactive software and 17 trade associations throughout Europe. Registered in 2002 under Belgian law as an international association with scientific and pedagogical purposes, ISFE represents the interests of its membership to the main stakeholders, be they EU institutions, international organisations, academics, or the general public. This objective is pursued through a variety of activities, personal meetings, conferences, sponsorships, etc. In 2003, ISFE founded the Pan-European Game Information system (PEGI), which was handed over to PEGI S.A. in 2009, an independent, not-for-profit company with a social purpose established under Belgian law. PEGI is now used and recognised throughout Europe and has the enthusiastic support of the European Commission. It is considered as a model of European harmonisation in the field of the protection of children.
Purpose
ISFE helps the video games industry reach its full potential throughout Europe and worldwide by securing effective legislation to protect intellectual property rights, adequate enforcement of such legislation and unrestricted access to markets, both off-line and on-line. From the outset, ISFE has been spreading the word on its members’ positions regarding the main political and legal initiatives of European and international institutions in fields such as intellectual property, e-commerce, fight against piracy, WTO negotiations, protection of minors and the environment.
Role Of The Organisation
An expanded ISFE membership has allowed for increased lobbying in those areas, together with these specific goals:
Creating improved awareness of the interactive software industry as a key player in the European economy and as a solid vector of European culture.
- Minor Protection and Consumer Information
Confirming the role of the industry as a responsible one by continuously improving and repeating our messages inform European consumers about the content of the products and their appropriateness for different age categories.
Establishing a source of information for its members and the media about industry data and relevant legislative and technical developments through market research on consumer awareness, attitudes and trends and legitimate vs. pirate sales.
- Support for National Representation in all EU Countries
Cooperating closely with national trade associations to enable the best possible representation of the industry at national level in all European countries and provides best practices and interaction across borders.
Gathering and distributing information about illicit sharing, production and trade while supporting the fight against piracy with training and legal advice.
The ISFE also collects statistics on gamers, such as what percent of both genders make up the gaming demographic and frequency of games played.
Here is a chart of information regarding the effects of video games on children and how they help them to develop skills. This could help with my marketing campaign because our game is aimed at children and this official ISFE graph states that over 50% of children that play video games develop more skills and are learning from games, I can state that Mr Monocle is not just fun but could also help children learn and develop skills while playing and having fun with the game.