The ESA 2025 report reveals that 36% of Americans aged 80 to 90 play video games weekly. Learn how gaming habits span generations, with nearly two-thirds of Americans now playing games regularly.
The Entertainment Software Association (ESA) has published its 2025 annual report, Essential Facts About the U.S. Video Game Industry, revealing how video games are integrated into the daily lives of Americans across all age groups. According to an analysis by GamesBeat, 64% of the U.S. population—or roughly 205.1 million people—now play video games. This marks an increase from 61%, or 196 million people, the previous year. The data indicates that video gaming is not confined to younger audiences and continues to grow in reach and relevance.
ESA Reports 205 Million Americans Play Games
One of the report’s most notable findings is the increase in gaming participation among older adults. According to the data, 36% of Americans aged 80 to 90, commonly referred to as the Silent Generation, now play video games weekly. This figure has risen by 6% since the previous report and reflects a broader trend of older adults turning to video games as a source of entertainment, mental stimulation, and relaxation. Nearly half of individuals in the Baby Boomer generation (ages 61 to 79) are also regular players. Among Boomer women, participation slightly exceeds that of their male counterparts, with 52% of women playing games compared to 46% of men.
ESA Reports 205 Million Americans Play Games
The report shows that Americans begin playing video games at a young age and often continue throughout their lives. Generation Alpha, composed of children ages 5 to 12, has the highest participation rate, with 83% playing games weekly. However, older demographics, including Generation X and Millennials, also show strong engagement. The average age of a video game player in the U.S. is now 36, with most having played for an average of 18 years. Gender participation is relatively balanced, with 52% of players identifying as male and 47% as female.
Gaming genre preferences also vary by age group. Older players often favor puzzle and chance-based games, which are viewed as tools for cognitive engagement and leisure. Among Boomers and the Silent Generation, the top reasons for playing include keeping the mind sharp and finding ways to relax. This reflects a shift in how games are perceived—not only as a form of entertainment but also as a medium for maintaining mental and emotional health.
ESA Reports 205 Million Americans Play Games
The ESA report highlights the role video games play in fostering social connections and strengthening family bonds. A significant portion of parents—70%—play video games, and 82% of those who do play with their children. For many families, gaming provides a shared activity that encourages interaction. The most common reasons parents give for playing with their children include enjoyment, quality time together, and opportunities for socialization.
The report also notes that 78% of parents whose children play video games rely on ESRB ratings to monitor content, and 86% use at least one parental control feature. Interestingly, 70% of parents say they prefer their children to engage with video games rather than spend time on social media platforms, highlighting a general perception that video games offer more controlled and constructive experiences.
ESA Reports 205 Million Americans Play Games
Across all age groups, many players describe multiplayer games as a way to connect with others. According to the data, 55% of all players play with others weekly, and 72% have played with others at some point. Younger generations, especially Generation Z and Millennials, frequently form new friendships and even romantic relationships through video games. However, even older players agree that games are a means to maintain social ties, with 60% of Boomers and members of the Silent Generation acknowledging this aspect of gaming.
Video games are also seen as beneficial for mental health. U.S. adults, both gamers and non-gamers, recognize the cognitive and emotional advantages of gaming. The majority believe that video games promote problem-solving, improve strategic cognitive skills, and serve as tools for education and relaxation. Players with disabilities also find games accessible and supportive, with many highlighting features such as adjustable text size, difficulty levels, and subtitles as essential for their experience.
ESA Reports 205 Million Americans Play Games
The report explores how video games intersect with other areas of life, including sports, music, and entertainment. Many players who participate in real-life sports also play video game versions of those sports, with a majority believing that virtual play enhances their real-world performance. Additionally, younger players often discover new music, television shows, and movies through video games, underlining the medium’s influence across entertainment platforms.
Games have also become part of personal identity and self-expression for many players. From childhood through adulthood, individuals continue to engage with games that match their changing interests and life circumstances. As new genres and formats emerge, the gaming industry continues to offer experiences tailored to various preferences and needs.
ESA Reports 205 Million Americans Play Games
The ESA notes that while the COVID-19 pandemic caused a temporary spike in gaming activity, overall trends continue to show steady growth. Player engagement and industry revenue have adjusted from pandemic-era highs but remain on a long-term upward trajectory. The increasing participation among older adults and the balanced gender distribution among players further suggest that video games are becoming a more normalized part of American culture.
The report also suggests that the gaming industry’s growth is supported by improvements in game design, accessibility, and storytelling. Well-made games, even those released years ago, continue to attract players across generations, much like classic television shows that remain popular through streaming platforms.
The 2025 ESA report underscores the broad and growing appeal of video games in the United States. With participation increasing among older age groups and a balanced gender representation, gaming is now a widely accepted and meaningful activity for people at all stages of life. As the industry continues to evolve, video games are increasingly recognized not only for their entertainment value but also for their role in mental well-being, family interaction, and social connection.
updated:
June 9th 2025
posted:
June 8th 2025