The Entertainment Software Association (ESA) has published its 2025 Global Power of Play report, offering an in-depth look at how video games influence players’ lives around the world. Conducted with support from international gaming associations and research firm AudienceNet, the report surveyed more than 24,000 active players across 21 countries. The findings show that gaming goes far beyond entertainment, providing social, emotional, and mental benefits for people of all ages.
According to the ESA, video games are now one of the most widely enjoyed forms of entertainment globally, but the new research demonstrates their deeper value. Stanley Pierre-Louis, president and CEO of the ESA, said the results confirm that games are “more than just fun,” pointing to their role in fostering global connection and improving mental wellbeing.

Video Games Boost Mental Wellbeing
Gaming as a Tool for Stress Relief and Mental Stimulation
The report highlights that players across continents primarily turn to games to have fun, relieve stress, and keep their minds sharp. Around two-thirds of global respondents listed fun as their top reason for playing, while 58 percent said they play to reduce stress. Nearly half cited mental stimulation as a key motivator.
The data also indicates that games contribute significantly to emotional health. More than three-quarters of players said that gaming helps them feel less stressed, and 70 percent reported a reduction in anxiety. About 64 percent said video games help them feel less lonely by creating opportunities for connection. Similar patterns were seen in the United States, where 75 percent of respondents said gaming lowers their stress levels.
Beyond relaxation, players recognized video games as tools that enhance focus and mental agility. Over 80 percent of participants said games keep their minds active, while nearly as many believe they provide accessible experiences for players of all abilities.

Video Games Boost Mental Wellbeing
Skill Development and Real-World Applications
The ESA report found that players see tangible benefits from gaming that extend into education and professional life. Around 77 percent of participants said video games improve creativity, while others cited improvements in problem-solving, teamwork, and adaptability. In the U.S., players most often pointed to adaptability, cultural awareness, and communication as key skills strengthened by gaming.
Half of the players surveyed said gaming directly supported their professional or educational growth, either by improving technical skills or influencing career choices. Sports games also had measurable effects, with more than half of respondents claiming that virtual gameplay enhanced their real-world performance in those sports.

Video Games Boost Mental Wellbeing
Connection and Community Through Play
Gaming continues to be a major driver of social connection across cultures. About 62 percent of players globally said video games help create positive interactions with others. Younger players, especially those aged 16 to 35, were the most likely to report forming close friendships or relationships through gaming. Nearly three-quarters of players in that age group said gaming helps them feel less isolated by keeping them connected to others.
The report also highlighted the family dimension of gaming. Over half of global players said video games have a positive impact on their relationships with their children, and most parents play with their kids at least once a month. American players echoed these findings, showing similar trends in family engagement.

Video Games Boost Mental Wellbeing
Who Is the Modern Gamer?
The global average age of a player is 41, showing that gaming appeals to a wide demographic. The study also revealed near gender balance, with 51 percent male and 48 percent female players worldwide. In countries such as Brazil and South Africa, more women than men identified as gamers.
Mobile devices remain the most common platform for gaming, with 55 percent of respondents playing on smartphones or tablets. Action and puzzle games were the most popular genres across almost all participating countries, highlighting a shared global taste in gameplay experiences.
The Broader Context of the Power of Play
The Global Power of Play report underscores how gaming continues to evolve as both a cultural and social force. The ESA, which has represented the U.S. gaming industry since 1994, emphasized the role of video games in promoting creativity, learning, and connection. With more than three decades of advocacy, the association continues to highlight how games contribute to mental health, education, and economic growth worldwide.
The full 2025 Global Power of Play report is available at www.theesa.com/powerofplay.
Frequently Asked Questions (FAQ)
What is the Global Power of Play report? The Global Power of Play report is a worldwide study conducted by the Entertainment Software Association (ESA) and AudienceNet. It explores how video games impact mental health, social connection, and skill development among players in 21 countries.
How many people participated in the survey? A total of 24,216 active gamers aged 16 and older took part in the study. Each participant plays video games for at least one hour per week across platforms such as consoles, PCs, mobile devices, or VR.
What are the top reasons people play video games? Globally, players cited having fun, reducing stress, and keeping their minds sharp as the top motivations for gaming.
How do video games affect mental health? According to the report, 77 percent of players feel less stressed after playing, while 70 percent report reduced anxiety. Many also say gaming helps combat feelings of loneliness by connecting them with others.
Do video games help develop real-world skills? Yes. Players across all regions said gaming improves creativity, problem-solving, teamwork, and adaptability. Many respondents also credited games with positively influencing their education and careers.
Who published the report? The report was published by the Entertainment Software Association (ESA), which represents the U.S. video game industry, in collaboration with international gaming organizations and research firm AudienceNet.




