← All reportsEntertainment Software Association · 2025

Power of Play 2025 — Global Video Games Report

37 facts read through Player Driven’s 9-pillar lens · 37 awaiting tag

Awaiting pillar tag

These facts haven’t been tagged with a pillar yet.

37
+81%
play_online_monthly_pct_global
Online at least monthly 81%
24216 COUNT
survey_respondents_global
The global survey was conducted by AudienceNet, gathering 24,216 responses across 21 countries on six continents
21 COUNT
survey_countries
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
41 COUNT
player_average_age_global
Average Age 41
+48%
player_gender_female_pct_global
48% Female
+51%
player_gender_male_pct_global
51% Male
+66%
top_reason_have_fun_pct_global
To have fun 66%
+59%
top_reason_stress_relief_pct_global
Stress relief/relaxation 59%
+45%
top_reason_mind_sharp_pct_global
To keep my mind sharp/exercise my brain 45%
+55%
favorite_device_mobile_pct_global · games
Mobile 55%
+21%
favorite_device_computer_pct_global · games
Computer or laptop 21%
+21%
favorite_device_console_pct_global · games
Game console/handheld 21%
+68%
play_inperson_monthly_pct_global
In-person at least monthly 68%
+80%
help_feel_less_stressed_pct_global
Help me feel less stressed 80%
+80%
provide_stress_relief_pct_global
Provide stress relief 80%
+78%
create_accessible_experiences_pct_global
Create accessible experiences for people with different abilities 78%
+73%
help_feel_happier_pct_global
Help me feel happier 73%
+72%
provide_outlet_pct_global
Provide me with an outlet from everyday challenges 72%
+71%
introduce_new_relationships_pct_global
Introduce people to new friends and relationships 71%
+70%
help_feel_less_anxious_pct_global
Help me feel less anxious 70%
+64%
help_less_isolated_pct_global
Help me feel less isolated/lonely by connecting me to other people 64%
+62%
helped_get_through_difficult_times_pct_global
Have helped me get through difficult times in my life 62%
+81%
provide_mental_stimulation_pct_global
Provide mental stimulation 81%
+76%
problem_solving_skill_pct_global
Problem-solving 76%
+77%
creativity_skill_pct_global
Creativity 77%
+74%
critical_thinking_skill_pct_global
Critical thinking 74%
+74%
teamwork_collaboration_skill_pct_global
Teamwork & collaboration 74%
+80%
play_with_friends_real_life_inperson_pct_global
Friend in real life 80%
+61%
play_with_online_friend_pct_global
Online friend 61%
+60%
play_with_child_pct_global
My child 60%
+59%
play_with_sibling_pct_global
My sibling 59%
+36%
play_with_nonfamily_online_pct_global
For those who play at least weekly: Friend in real life 36%
+68%
positive_experience_inperson_pct_global
In-person play: Global positive experience 68%
+68%
positive_experience_online_pct_global
Online play: Global positive experience 68%
+43%
influenced_career_path_positively_pct_global
Playing video games has influenced my career and/or educational path in a positive way 43%
+64%
continue_pursue_hobby_pct_global
Allows me to continue or pursue a hobby or interest that I wouldn't otherwise be able to do 64%
+50%
impacted_professional_education_pct_global
Playing video games has positively impacted my professional education and/or career because of technical or behavioral skills learned through games 50%