Video games affirmed as a source of connection, stress relief and mental stimulation in one of the largest consumer surveys ever conducted of more than 24,000 video game players in 21 countries across six continents.
WASHINGTON, Oct. 8, 2025 – The Entertainment Software Association (ESA), in partnership with video game trade associations in Australia, Canada, Europe and South Korea, today released the 2025 Global Power of Play report. The report reveals the universal social and emotional benefits of video games, confirmed by both peer-reviewed academic research and a survey of 24,216 active (weekly) players (age 16+) in 21 countries: Australia, Brazil, Canada, China, Egypt, France, Germany, India, Italy, Japan, Mexico, Nigeria, Poland, Saudi Arabia, South Africa, South Korea, Spain, Sweden, the United Arab Emirates (UAE), the United Kingdom and the United States of America (U.S.).
“As one of the most popular forms of entertainment in the world, video games are a source of fun and entertainment for billions of players around the world. What the 2025 Global Power of Play report confirms, however, is that video games are much more than that,” said Stanley Pierre-Louis, president and CEO of the ESA. “Proven by both academic research and one of the largest consumer surveys ever conducted of video game players, games bring immense value to our lives, provide borderless avenues for connection and improve our mental and social wellbeing.”
Globally, players agree on the positive social, emotional and mental benefits of game play:
- Having fun is the top reason people around the world say they play video games (66%), with stress relief (58%) and keeping minds sharp (45%) making up the top three reasons for playing. In the U.S., the top three reasons Americans say they play video games are to have fun (63%), for stress relief (56%) and to keep their mind sharp (47%).
- Seventy-seven percent of players globally say video games help them feel less stressed, 70% report reduced anxiety and 64% credit video games with easing loneliness by connecting them to others. Americans feel similarly, reporting games helps them feel less stressed (75%), less anxious (67%) and less lonely (58%).
- Players worldwide agree that video games provide mental stimulation (81%), provide stress relief (80%) and create accessible experiences for people with different abilities (78%). American players track global sentiment, ranking mental stimulation (80%), stress relief (80%) and creating experience for people with different abilities (77%) highest.
Players around the world turn to games for broader skill development:
- Players agree that video games help improve creativity (77%), problem-solving (76%) and teamwork and collaboration skills (74%). Adaptability (72%), critical thinking (71%) and communication skills (67%) also rank high. In the U.S., the top three skills players believe are improved by playing video games are adaptability (77%), cultural sensitivity (74%) and communication (73%).
- Half of all players worldwide say playing video games has directly bolstered their professional education through technical or behavioral skills, and 43% report that games have influenced their career or educational path. In the U.S., 45% say video games have positively impacted their careers.
- Over half (54%) of global players feel that sports video games have sharpened their real‐world abilities in that same sport; 44% of Americans agree.
Video games are not only a popular vehicle for lasting connections with children, family members and friends, but also are an avenue to forge new relationships:
- Nearly two-thirds (62%) of players worldwide agree that video games create spaces for positive connections with others; 55% of Americans agree.
- Across the world, younger players (ages 16-35) use games to make and build relationships, with 67% saying they have met a good friend, spouse or significant other through video games. Nearly three in four (73%) of that same age group say video games help them feel less isolated and lonely by connecting them to other people.
- More than half of players globally (55%) say that video games positively impact their relationships with their children, and 68% play with their children in-person at least monthly. 47% of American players say games positively impact their relationship with their children.
Profile of the global video game player (age 16+):
- The global video game player is 41 years old on average and is about just as likely to be male (51%) as female (48%). China is the country with the lowest average player age at 32; Italy has the highest at age 50.
- There are several countries where significantly more women than men play video games, including Brazil (57% to 43%) and South Africa (58% to 41%).
- Globally, the majority (55%) of players play on mobile devices. Action and puzzle games are the top two favored genres in 20 of the 21 countries surveyed.
Access the complete 2025 Global Power of Play report at www.theesa.com/powerofplay.
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About the Entertainment Software Association
Founded in 1994, the Entertainment Software Association (ESA) has served as the voice and advocate for the U.S. video game industry for more than 30 years. Its members are the innovators, creators, publishers and business leaders that are reimagining entertainment and transforming how we interact, learn, connect and play. The ESA works to expand and protect the dynamic marketplace for video games through innovative and engaging initiatives that showcase the positive impact of video games on people, culture and the economy to secure a vibrant future for the industry for decades to come. For more information, visit the ESA’s website or follow the ESA on X @theESA or Instagram @theesaofficial.
The Power of Play Report Methodology
The global survey was conducted by AudienceNet*, gathering 24,216 responses across 21 countries on six continents: Australia, Brazil, Canada, China, Egypt, France, Germany, India, Italy, Japan, Mexico, Nigeria, Poland, Saudi Arabia, South Korea, Spain, Sweden, the United Arab Emirates, the United Kingdom and the United States. Participants were aged 16-65+, and all qualified as active gamers, defined as playing video games for at least one hour per week via console, PC/laptop, tablet, mobile, or VR. Quotas and screening criteria ensured a minimum of 1,000 active gamers per country. All respondents were recruited via professionally accredited consumer research panels.
*AudienceNet is a fully-accredited global consumer research company, currently conducting nationally representative research in 52 countries. As a Market Research Society (MRS) Company Partner, AudienceNet is bound by the MRS Code Of Conduct, as well as GDPR in relation to the collection and handling of consumer research data. For more information visit www.audiencenet.com.
Media Contact:
Crosby Armstrong
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