A Global Perspective on Video Games

Gameplay connects us across cultures, generations, and communities.

When findings are referred to as global, they reflect the combined results from the 21 countries detailed here.

Africa
Egypt: 1,027 
Nigeria: 1,082 
South Africa: 1,283 

Australia: 1,002 

Europe
UK: 1,002 
France: 1,047 
Germany: 1,012 
Italy: 1,021 
Spain: 1,006 
Sweden: 1,016 
Poland: 1,072

Asia
China: 1,501 
India: 1,501 
Japan: 1,049 
Saudi Arabia: 1,076 
South Korea: 1,005 
UAE: 1,018

North America
Canada: 1,007
Canada – Quebec: 515
Mexico: 1,073
United States: 1,554 

South America:
Brazil: 1,348 

Who’s Playing and Why

Nearly equal gender split:
48% women, 51% men
66%
To have fun
58%
Stress relief/relaxation
45%
To keep my mind sharp/exercise my brain

The Benefits of Play

Across the world, players agree that video games…
81%
Provide mental stimulation
80%
Provide stress relief
78%
Create accessible experiences for people with different abilities
73%
Help me feel happier
72%
Provide me with an outlet from everyday challenges
70%
Help me feel less anxious.
71%
Introduce people to new friends and relationships
64%
Help me feel less isolated/ lonely by connecting me to other people
78% say video games create accessible experiences
62 % agree that video games foster positive connections

Games That Grow Us

50%
report video games improved their education or career path
64%
say gameplay allows them to continue or pursue a hobby or interest they wouldn’t otherwise be able to do
54%
say sports games improve real-world athletic skills
43%
say video games influenced their career and/or education path in a positive way.
Global agreement that games can improve:

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.

Grounded in science as well as player voices, this report draws on third-party, peer-reviewed research from leading universities to show how play benefits people of all ages.