37 facts read through Player Driven’s 9-pillar lens · 37 awaiting tag
play_online_monthly_pct_global“Online at least monthly 81%”
survey_respondents_global“The global survey was conducted by AudienceNet, gathering 24,216 responses across 21 countries on six continents”
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”
player_average_age_global“Average Age 41”
player_gender_female_pct_global“48% Female”
player_gender_male_pct_global“51% Male”
top_reason_have_fun_pct_global“To have fun 66%”
top_reason_stress_relief_pct_global“Stress relief/relaxation 59%”
top_reason_mind_sharp_pct_global“To keep my mind sharp/exercise my brain 45%”
favorite_device_mobile_pct_global · games“Mobile 55%”
favorite_device_computer_pct_global · games“Computer or laptop 21%”
favorite_device_console_pct_global · games“Game console/handheld 21%”
play_inperson_monthly_pct_global“In-person at least monthly 68%”
help_feel_less_stressed_pct_global“Help me feel less stressed 80%”
provide_stress_relief_pct_global“Provide stress relief 80%”
create_accessible_experiences_pct_global“Create accessible experiences for people with different abilities 78%”
help_feel_happier_pct_global“Help me feel happier 73%”
provide_outlet_pct_global“Provide me with an outlet from everyday challenges 72%”
introduce_new_relationships_pct_global“Introduce people to new friends and relationships 71%”
help_feel_less_anxious_pct_global“Help me feel less anxious 70%”
help_less_isolated_pct_global“Help me feel less isolated/lonely by connecting me to other people 64%”
helped_get_through_difficult_times_pct_global“Have helped me get through difficult times in my life 62%”
provide_mental_stimulation_pct_global“Provide mental stimulation 81%”
problem_solving_skill_pct_global“Problem-solving 76%”
creativity_skill_pct_global“Creativity 77%”
critical_thinking_skill_pct_global“Critical thinking 74%”
teamwork_collaboration_skill_pct_global“Teamwork & collaboration 74%”
play_with_friends_real_life_inperson_pct_global“Friend in real life 80%”
play_with_online_friend_pct_global“Online friend 61%”
play_with_child_pct_global“My child 60%”
play_with_sibling_pct_global“My sibling 59%”
play_with_nonfamily_online_pct_global“For those who play at least weekly: Friend in real life 36%”
positive_experience_inperson_pct_global“In-person play: Global positive experience 68%”
positive_experience_online_pct_global“Online play: Global positive experience 68%”
influenced_career_path_positively_pct_global“Playing video games has influenced my career and/or educational path in a positive way 43%”
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%”
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%”