A national survey finds U.S. veterans use video games to manage stress, build social ties, and improve well-being during and after service.
A national survey conducted to assess the role of video games in the lives of U.S. veterans found that a majority of respondents reported measurable benefits for mental health, stress management and social connection. The Entertainment Software Association (ESA) published the findings and highlighted that most veterans surveyed described gaming as a constructive means of coping with anxiety and difficult periods, and as a way to maintain connections with friends and fellow service members.
Creating Communities Through Gaming
The survey results indicate that a substantial share of veteran respondents see video games as a healthy outlet and a supportive community. Specifically, the data show that a large majority consider video game play useful for relieving stress and anxiety and report that gaming has helped them cope with difficult times. Respondents also reported that video games provide a valuable means of connecting with others and that participation in video game communities has a positive effect on mental and emotional well-being. The ESA framed these outcomes as evidence that play can foster social bonds and support mental health among those who served.
Creating Communities Through Gaming
Survey respondents reported regular social play and diverse platform habits. Most veterans who play reported engaging with others at least weekly, including friends, family and other service members. Console platforms were more commonly used than other platforms among the veteran sample, with substantial proportions also reporting play on personal computers and smartphones. The survey further documented that veterans engage with a broad range of game genres and that collaborative play and community membership are common contributors to the reported benefits. Active platforms include:
Creating Communities Through Gaming
The survey produced a demographic and service profile of the typical veteran gamer within the study parameters. The average veteran player in the sample was in the late 30s, was more likely to be male, was commonly employed full time, had completed college or some college education, and was often married with children. The majority of respondents had served in combat and the average length of service reported in the sample was several years. The ESA noted these patterns when characterizing how gaming integrates with work, family and post-service life for many veterans. Survey data indicate:
Creating Communities Through Gaming
Respondents also reflected on gaming experiences while on active duty, reporting that play provided temporary relief from the stressors of military life, helped with relaxation after duties, and supported morale and camaraderie among service members. Many veterans described gaming during downtime as complementary to other activities such as physical exercise and social time, and a sizeable share indicated that multiplayer play while deployed fostered teamwork and cooperation. The report included statements from organizational leaders and veteran advocates who emphasized these practical and social benefits.
Representatives from the ESA and from veteran-focused organizations provided contextual commentary alongside the survey results. ESA leadership framed the findings as evidence that video games can support mental health and social connection beyond entertainment value, while veteran advocates described gaming as a tool for stress relief, peer support and community building. The study’s release noted organizational support for the role of gaming in veteran mental health initiatives.
Creating Communities Through Gaming
The survey findings point to gaming as a frequently used means of stress management and social connection among the veteran population sampled. The results suggest that collaborative and community-oriented aspects of play are associated with reported improvements in emotional and social well-being, and that these forms of engagement occur both during service and in civilian life.
About the author
Eliza Crichton-Stuart
Head of Operations
Updated:
August 16th 2025
Posted:
August 16th 2025