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Power of Play: 2025 Global Video Games Report

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Power of Play
2025 GLOBAL VIDEO GAMES REPORT

2 | POWER OF PLAY | GLOBAL REPORT 2025 POWER OF PLAY | GLOBAL REPORT 2025 | 3
5 Introduction
6 A Global Perspective on Video Games
7 The Global Video Game Player
8 Global Perspective: Spotlight on Gender
9 Global Perspective: Spotlight on Age
10 Global Perspective: The Benefits of Gameplay
12 Global Perspective: Video Games Connect People
14 Global Perspective: Video Games Improve Skills
16 Country Profiles
16 Aust ralia
18 Braz il
20 Canada
22 Canada: Quebec
24 China
26 Egypt
28 France
30 Germany
32 India
34 Italy
36 Japan
38 Mexico
40 Nigeria
42 Poland
44 Saudi Arabia
46 South Africa
48 South Korea
50 Spain
52 Sweden
54 United Arab Emirates
56 United Kingdom
58 United States
60 Academic & Scientific Research
Methodology
The global survey was conducted by AudienceNet, gathering 24,216 responses 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. Participants were aged 16-65+, and
all qualified as active gamers, defined as playing video games for at least one hour per week via
console, PC/laptop, tablet, mobile, or VR. Quotas and screening criteria ensured a minimum of
1,000 active gamers per country. All respondents were recruited via professionally accredited
consumer research panels.
AudienceNet is a fully-accredited global consumer research company, currently conducting
nationally representative research in 52 countries. As a Market Research Society (MRS)
Company Partner, AudienceNet is bound by the MRS Code Of Conduct, as well as GDPR in
relation to the collection and handling of consumer research data.

4 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 5
Around the world, video games are seen as fun
and entertaining. After all, “game” is right there
in the name.
Those of us who work in the video game
industry, however, see video games in a
brighter light. We regularly talk to players who
have found social communities – and even
life partners – through a shared interest in
playing video games. We hear from doctors
and patients who use video games as a life-
changing form of treatment and therapy . We
see how playing together brings families closer,
creating opportunities for connection that cuts
across generations. We watch professional
esport athletes and streamers who discovered
they can convert a hobby into a successful
career . And we’ve heard from players around
the world who believe that video games are
more than just fun – they are powerful .
The video game industry has long been at the
forefront of innovation , redefining not just
the boundaries of play but also revolutionizing
how entire industries reach consumers ,
train workforce , and drive business
transformation and growth . Video games also
sit at the epicenter of culture , introducing
billions of players to music, shows, and movies,
and giving them a chance to engage with their
favorite brands and celebrities. In many cases,
playing video games allows players to continue
sports and hobbies after the glory days are
physically behind them.
Yet, despite the reality that video games are a
cultural, business, and societal force that have
long transcended entertainment, stubborn
stereotypes about games – and the people who
love to play them – persist. It’s time that the
world embraces the power of play .
In our second iteration of the global Power of
Play report, trade associations representing
the video game industry around the world
came together to create one of the largest
surveys ever conducted of video game players.
Speaking with 24,216 players (ages 16 and
older), we asked people across 21 countries
– Australia, Brazil, Canada, China, Egypt,
France, Germany, India, Italy, Japan, Mexico,
Nigeria, Poland, Saudi Arabia, South Africa,
South Korea, Spain, Sweden, the United Arab
Emirates, the United Kingdom, and the United
States – why they play, how they play, and the
perceived benefits of play.
We confirmed that having fun is the top reason
the world plays video games and learned that
video games help players feel less stressed
and help them get through difficult times .
Players also recognize that video games
develop skills such as problem-solving ,
teamwork , adaptability , and critical thinking .
Across the world, video games are appreciated
as a vehicle to build positive and lasting
connections with children , family , and
friends , but also viewed as a space to find new
relationships in an increasingly isolated world.
The benefits of playing video games are not
just felt and shared by those who love to play
them; there is a growing body of academic
research challenging the prevailing stereotypes
about video games, consistently supporting
the conclusion that video games enhance
cognitive development , build emotional
resilience , support social and mental health ,
and foster learning and development .
The report that follows includes findings
from the 24,000+ player survey, as well as
the conclusions from peer-reviewed, rigorous
studies that validate the positive sentiments
and benefits of play shared by billions around
the world.
Taken together, the research affirms the true
power of play .
PRESENTED BY
Introduction

6 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 7
A Global Perspective on Video Games
total respondents worldwide 24,216
The Global Video Game Player
NORTH AMERICA
CANADA: 1,007
CANADA: QUEBEC: 515
AFRICA
EGYPT: 1,027
NIGERIA: 1,082
SOUTH AFRICA: 1,283
MEXICO: 1,073
SOUTH AMERICA
BRAZIL: 1,348
UNITED STATES : 1,554
EUROPE
UNITED KINGDOM : 1,002
ITALY: 1,021
FRANCE: 1,047
SPAIN: 1,006
GERMANY: 1,012
SWEDEN: 1,016
POLAND: 1,072
AUSTRALIA
AUSTRALIA: 1,002
ASIA
CHINA: 1,501
SAUDI ARABIA: 1,076
INDIA: 1,501
SOUTH KOREA: 1,005
JAPAN: 1,049
UNITED ARAB EMIRATES: 1,018
Survey of active (weekly) video game players ages 16+
21 countries across 6 continents
Nationally representative samples
When findings are referred to as global throughout, it refers to the
results of the 21 countries detailed here.
26% 25 –34
23% 35 –44
16% 45–54
12% 55–64
10% 65+
14% 16 –24
Ages of Players
Among total players ages 16+ Average Age
41
48%
Female
51%
Male
Player Gender
1% selected non-binary/
prefer not to say
Top Three Reasons for Playing Video Games
To have fun Stress relief/relaxation
Playing with Others
Daily
Weekly
With other people,
in-person
With other people I know in
real life, online
With people I have not met in
real life, online
By myself
Mobile Computer or laptop Game console/
handheld
Virtual Reality (VR)
headset/device
Other designated
game hardware
55%
21% 21%
2% 1%
Favorite Devices
To keep my mind sharp/
exercise my brain
17% 28 %
22 % 30 %
25%
59 % 29 %
30 %

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Global Perspective: Spotlight on Gender
Preferred Genres
39%
62%
Puzzle
53%
38%
Action
31%
24%
Racing & Vehicle Simulation
28% 33%
Arcade & Other
38%
26%
Fighting
28% 24%
Strategy
22%
31%
Skill & Chance
38%
20%
Sports
38%
23%
Shooter
24% 27%
Simulation
22% 18%
Role Playing
Preferred Genres
Favorite Devices
Mobile Computer or laptop Game console/
handheld
46%
27% 27%
64%
15% 21%
Favorite Devices
Connecting with Others
Mobile
Play with others online
Computer or laptop
Play with others in-person
Game console/
handheld
50%
53%
22%
33%
27%
61%
26%
27%
16%
12%
56%
55%
42%
53%
55%
46%
To have fun
Stress relief/relaxation
To keep my mind sharp/
exercise my brain
Top Three Reasons for Playing Video Games
Global Perspective: Spotlight on Age
Male Female Under 35 Over 55
Video games help me stay connected with
friends and family
64%
41%
I have met a good friend, spouse, or significant
other through video games
67%
32%
I have had positive experiences meeting people through video
games that I otherwise would not have met
73%
41%
Playing video games helps me feel less isolated/lonely by
connecting me to other people
73%
48%
44%
11%
Fighting
57%
23%
Action
34%
16%
Sports
34%
14%
Racing & Vehicle Simulation
43%
60%
Puzzle
31%
13%
Simulation
26%
8%
Role Playing
36%
20%
Arcade & Other
39%
14%
Shooter
30%
16%
Strategy
23%
31%
Skill & Chance
Weekly play

10 | POWER OF PLAY | GLOBAL REPORT 2025 POWER OF PLAY | GLOBAL REPORT 2025 | 11
Top Reasons for Playing Global Perspective:
The Benefits of Gameplay
To have fun
Stress relief/relaxation
To keep my mind sharp/exercise my brain
Nigeria
UAE
Global
Germany
Poland
South Africa
UK
Australia
Egypt
Spain
Japan
China
Brazil
France
Canada:
Quebec
Italy
Saudi
Arabia
USA
Mexico
India
South
Korea
Sweden
Canada
82%
66%
79%
73%
70%
67%
65%
62%
51%
76%
72%
68%
66%
65%
61%
46%
75%
71%
68%
66%
63%
54%
67%
76%
58%
71%
49%
67%
54%
51%
51%
49%
62%
59%
43%
70%
55%
65%
41%
68%
55%
59%
54%
56%
43%
59%
71%
45%
54%
42%
45%
37%
47 %
46%
46%
53%
49%
37%
41%
36%
19%
31%
69%
32%
50%
36%
47 %
30%
50%
Across the world, players agree that video games…
62%
Have helped me get
through difficult times
in my life
70%
Help me feel less
anxious
64%
Help me feel less isolated/
lonely by connecting me to
other people
81%
Provide mental
stimulation
80%
Provide stress
relief
78%
Create accessible
experiences for people with
different abilities
73%
Help me feel
happier
72%
Provide me with an
outlet from everyday
challenges
71%
Introduce people to
new friends and
relationships

12 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 13
Who we play with
Playing with non-family online
Online play In-person play
Playing with others is a
positive experience
Global Perspective:
Video Games Connect People
68%  68%
78%  71%
76%  75%
73%  71%
71%  67%
69%  65%
 62%  63%
 59%  62%
 53%  52%
82% 52%  53%
  54%  20%
  47 %  19%
 45%  13%
48%  46%
 50%  21%
  41%   24%
 42% 16%
47 %   47 %
  54%  21%
 43%  13%
 49%
50%  53%
 51%   14%
51% 11%
53%
 43%
50%
  47 %
 46%
56%
 40%
  44%
42%
49%  49%
  54%  13%
 49%   14%
 38% 14%
46%   47 %
 50%   14%
 42%  21%
51%
50%
 40%
52%
 48%
36%
37%
47 %  48%
30%  30%
30%  25%
29%  28%
23%  18%
16%
 19%
22%
17%
 13%
15%
 23%
 13%
11%
27%   24%
28%  28%
21%
19%
 21%
18%
  14%
18%
9% 9%
21%  20%
 82%
76%  73%
74%  75%
72%  71%
69%   64%
 63%  65%
 61%  63%
  54%  58%
72%   74%
70%  75%
64%  66%
 62%  56%
 57%  58%
 46%  58%
South Africa
Japan
Global
Brazil
China
Nigeria
Spain
Poland
South Korea
Canada
USA
UK
India
Mexico
Egypt
Canada:
Quebec
Sweden
France
Saudi
Arabia
Germany
Italy
Australia
UAE
Positive experience
Extremely positive experience
Net positive
36% 34%
24%
Online
friend
Friend in
real life
Friend in
real life
My
child
Another family
member (cousin,
aunt, uncle, etc.)
My
sibling
My
parent
My
grandparent
Other players
online
80 %
61 % 60 % 59 %
41 %
30 %
81 %
68 % 66 % 65 %
45 %
35 %
Online at least monthly
In-person at least monthly
For those who play at least weekly

14 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 15
Global Perspective:
Video Games Improve Skills
South Africa
Japan
Global
Brazil
China
Nigeria
Spain
Poland
South Korea
Canada
USA
UK
India
Mexico
Egypt
Canada:
Quebec
Creativity Adaptability
Conflict resolution skills
Awareness of other cultures
Teamwork & collaboration skills
Communication skills
Language skills Cultural sensitivity Problem-solving skills Critical thinking skills
STEM skills Empathy
Cognitive skills
Resilience
Leadership skills
Sweden
France
Saudi Arabia
Germany
Italy
Australia
UAE
76%
70%
66%
63%
46%
39%
55%
43%
34%
50%
42%
34%
33%
69%
63%
58%
45%
36%
47 %
41%
34%
31%
50%
67%
65%
54%
54%
32%
32%
49%
36%
29%
29%
43%
27%
64%
53%
51%
38%
38%
42%
34%
28%
28%
30%
43%
Video games as a career catalyst
Creativity and problem-solving emerge as
video games’ top skill boosters
Global agreement that games can improve…
Playing video games has positively impacted my
professional education and/or career because of
technical or behavioral skills learned through games
Playing video games has influenced
my career and/or educational path
in a positive way
77 %
76 %
74 % 74 %
72 %
71 %
67 %
65 %
64 % 64 % 64 %
63 % 63 %
57 %
56 %

16 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 17
Cognitive
Critical thinking
Problem-solving
71%
74%
76%
1% selected other
Cognitive
Critical thinking
Problem-solving
64%
Australia
22% 25-34
19% 35-44
16% 45-54
15% 55-64
16% 65+
12% 16 -24
48%
Male
51%
Female
25%
Computer or laptop
50%
Mobile
22%
Game console/ handheld
2%
VR headset/device
1,002 Respondents
58%
Puzzle
37%
Action
30%
Arcade & other
43%
of parents in Australia said playing video games has
positively impacted their relationship with their children
57%
32% 49%
45% 42%
Australia
Top Three for Australia
Australia Australia
80%
78%
72%
64% Help me feel less isolated 56%
72% Provide a healthy outlet from everyday challenges 70%
70% Help me feel less anxious 67%
62% Help me get through difficult times 60%
77% Help me feel less stressed 75%
73% Help me feel happier 72%
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43%
Global
Global Comparison
Global Global
Ages of Players
Among total players ages 16+
Favorite Devices
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
1% selected non-binary/prefer not to say
Play in-person with
others at least
monthly
Use in-game
communications
Play online with others
at least monthly
1 2 3

18 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 19
Global Comparison
Teamwork & collaboration
Problem-solving
Creativity 77%
76%
74%
Use in-game
communications
Play in-person with
others at least
monthly
63%
Action
45%
Puzzle
45%
Shooter
43%
Male
57%
Female
<1% selected non-binary/prefer not to say
15%
33%
25%
15%
9%
3%
1,348 Respondents
2%
VR headset/device
30%
Game console/ handheld
22%
Computer or laptop
46%
Mobile
76% 51%
72% Provide a healthy outlet from everyday challenges 66%
62% Help me get through difficult times 69%
73% Help me feel happier 84%
64% Help me feel less isolated 75%
70% Help me feel less anxious 79%
77% Help me feel less stressed 86%
66%
67% 64% 83%
89%
84%
83%
Brazil Brazil
Top Three for Brazil
of parents in Brazil said playing video games has positively
impacted their relationship with their children
Brazil
Brazil
Creativity
Problem-solving
Teamwork & collaboration
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43% 64%
Global
Global Global
25-34
35-44
45-54
55-64
65+
16 -24
Ages of Players
Among total players ages 16+
Favorite Devices
1% selected other
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
Play online with others
at least monthly
1 2 3

20 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 21
76%
74% Cognitive
Problem-solving
71% Critical thinking
59%
Puzzle
39%
Action
30%
Skill & chance
<1% selected non-binary/prefer not to say
49%
Male
51%
Female
18%
17%
17%
20%
19%
8%
1,007 Respondents
1%
VR headset/device
25%
Game console/ handheld
22%
Computer or laptop
52%
Mobile
34% 52%
77% Help me feel less stressed 76%
70% Help me feel less anxious 67%
64% Help me feel less isolated 57%
73% Help me feel happier 70%
62% Help me get through difficult times 57%
72% Provide a healthy outlet from everyday challenges 68%
45%
44% 49% 60%
76%
77%
80%
Canada Canada
Top Three for Canada
of parents in Canada said playing video games has
positively impacted their relationship with their children
Canada
Canada
Problem-solving
Critical thinking
Cognitive
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43% 64%
Global
Global Comparison
Global Global
25-34
35-44
45-54
55-64
65+
16 -24
Ages of Players
Among total players ages 16+
Favorite Devices
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
Play in-person with
others at least
monthly
Use in-game
communications
Play online with others
at least monthly
1 2 3

22 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 23
77%
76%
74% Cognitive
Problem-solving
Creativity
36%
Arcade
40%
Action
46%
Puzzle
<1% selected non-binary/prefer not to say
47 %
Male
53%
Female
12%
23%
23%
18%
16%
8%
514 Respondents
2%
VR headset/device
19%
Computer or laptop
21%
Game console/ handheld
58%
Mobile
54% 29%
72% Provide a healthy outlet from everyday challenges 67%
62% Help me get through difficult times 60%
73% Help me feel happier 62%
64% Help me feel less isolated 53%
70% Help me feel less anxious 63%
77% Help me feel less stressed 65%
37%
41% 49% 59%
72%
70%
69%
Quebec Quebec
Top Three for Quebec
of parents in Quebec said playing video games has
positively impacted their relationship with their children
Quebec
Canada: Quebec
Cognitive
Problem-solving
Creativity
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43% 64%
Global
Global Comparison
Global Global
25-34
35-44
45-54
55-64
65+
16 -24
Ages of Players
Among total players ages 16+
Favorite Devices
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
Play in-person with
others at least
monthly
Use in-game
communications
Play online with others
at least monthly
1 2 3

24 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 25
Global Comparison
Teamwork & collaboration
Creativity
Adaptability
74%
77%
72%
57%
Action
53%
Shooter
43%
Role playing
67%
Male
33%
Female
<1% selected non-binary/prefer not to say 1%
2%
7%
29%
39%
22%
1,501 Respondents
2%
VR headset/device
11%
Game console/ handheld
37%
Computer or laptop
50%
Mobile
49% 75%
77% Help me feel less stressed 87%
70% Help me feel less anxious 85%
64% Help me feel less isolated 78%
73% Help me feel happier 88%
62% Help me get through difficult times 63%
72% Provide a healthy outlet from everyday challenges 67%
66%
81% 65% 93%
78%
79%
80%
China China
Top Three for China
of parents in China said playing video games has positively
impacted their relationship with their children
China
China
Teamwork & collaboration
Creativity
Adaptability
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43% 64%
Global
Global Global
25-34
35-44
45-54
55-64
65+
16 -24
Ages of Players
Among total players ages 16+
Favorite Devices
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
Play in-person with
others at least
monthly
Use in-game
communications
Play online with others
at least monthly
1 2 3

26 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 27
Global Comparison
Creativity
Communication
Teamwork & collaboration 74%
67%
77%
55%
Puzzle
49%
Fighting
48%
Action
<1% selected non-binary/prefer not to say
45%
Female
55%
Male
1%
3%
14%
25%
36%
21%
1,027 Respondents
2%
VR headset/device
11%
Game console/ handheld
19%
Computer or laptop
67%
Mobile
79% 53%
72% Provide a healthy outlet from everyday challenges 78%
62% Help me get through difficult times 74%
73% Help me feel happier 89%
64% Help me feel less isolated 71%
70% Help me feel less anxious 81%
77% Help me feel less stressed 81%
68%
70% 70% 88%
88%
85%
85%
Egypt Egypt
Top Three for Egypt
Egypt
of parents in Egypt said playing video games has positively
impacted their relationship with their children
Egypt
Teamwork & collaboration
Communication
Creativity
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43% 64%
Global
Global Global
25-34
35-44
45-54
55-64
65+
16 -24
Ages of Players
Among total players ages 16+
Favorite Devices
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
Play in-person with
others at least
monthly
Use in-game
communications
Play online with others
at least monthly
1 2 3

28 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 29
77%
72%
76%
Creativity
Adaptability
Problem-solving
45%
Puzzle
34%
Action
31%
Arcade
<1% selected non-binary/prefer not to say
51%
Female
49%
Male
10%
13%
18%
19%
18%
22%
1,047 Respondents
54%
Mobile
25%
Game console/ handheld
19%
Computer or laptop
2%
VR headset/device
54% 29%
72% Provide a healthy outlet from everyday challenges 80%
62% Help me get through difficult times 52%
73% Help me feel happier 57%
64% Help me feel less isolated 56%
70% Help me feel less anxious 64%
77% Help me feel less stressed 67%
43%
41% 52% 62%
68%
67%
65%
France France
Top Three for France
of parents in France said playing video games has
positively impacted their relationship with their children
France
France
Problem-solving
Adaptability
Creativity
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43% 64%
Global
Global Comparison
Global Global
25-34
35-44
45-54
55-64
65+
16 -24
Ages of Players
Among total players ages 16+
Favorite Devices
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
Play in-person with
others at least
monthly
Use in-game
communications
Play online with others
at least monthly
1 2 3

30 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 31
74%
71%
77%
Cognitive
Critical thinking
Creativity
50%
Puzzle
36%
Action
30%
Simulation
<1% selected non-binary/prefer not to say
50%
Male
50%
Female
15%
19%
20%
17%
16%
13%
1,012 Respondents
2%
VR headset/device
19%
Game console/ handheld
26%
Computer or laptop
52%
Mobile
48% 27%
72% Provide a healthy outlet from everyday challenges 67%
62% Help me get through difficult times 52%
73% Help me feel happier 57%
64% Help me feel less isolated 51%
70% Help me feel less anxious 41%
77% Help me feel less stressed 68%
37%
46% 54% 64%
69%
64%
59%
Creativity
Critical thinking
Cognitive
Germany Germany
Top Three for Germany
of parents in Germany said playing video games has
positively impacted their relationship with their children
Germany
Germany
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43% 64%
Global
Global Comparison
Global Global
25-34
35-44
45-54
55-64
65+
16 -24
Ages of Players
Among total players ages 16+
Favorite Devices
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
Play in-person with
others at least
monthly
Use in-game
communications
Play online with others
at least monthly
1 2 3

32 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 33
Global Comparison
71%
74%
76%
Critical thinking
Teamwork & collaboration
Problem-solving
58%
Action
57%
Fighting
48%
Shooter
1% selected non-binary/prefer not to say
51%
Male
48%
Female 6%
14%
25%
32%
22%
1,501 Respondents
4%
VR headset/device
16%
Game console/ handheld
19%
Computer or laptop
59%
Mobile
65% 76%
72% Provide a healthy outlet from everyday challenges 75%
62% Help me get through difficult times 72%
73% Help me feel happier 79%
64% Help me feel less isolated 75%
70% Help me feel less anxious 78%
77% Help me feel less stressed 78%
67%
79% 89% 96%
81%
78%
78%
Teamwork & collaboration
Critical thinking
Problem-solving
India India
Top Three for India
of parents in India said playing video games has positively
impacted their relationship with their children
India
India
1%
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43% 64%
Global
Global Global
25-34
35-44
45-54
55-64
65+
16 -24
Ages of Players
Among total players ages 16+
Favorite Devices
1% selected other
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
Play in-person with
others at least
monthly
Use in-game
communications
Play online with others
at least monthly
1 2 3

34 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 35
77%
76%
74% Cognitive
Creativity
Problem-solving
50%
Puzzle
35%
Action
33%
Skill & chance
1% selected non-binary/prefer not to say
49%
Male
50%
Female
7%
13%
17%
21%
18%
24%
1,021 Respondents
2%
VR headset/device
59%
Mobile
17%
Computer or laptop
21%
Game console/ handheld
28% 51%
72% Provide a healthy outlet from everyday challenges 73%
62% Help me get through difficult times 50%
73% Help me feel happier 54%
64% Help me feel less isolated 49%
70% Help me feel less anxious 60%
77% Help me feel less stressed 71%
39%
43% 50% 62%
67%
70%
71%
Italy Italy
Top Three for Italy
of parents in Italy said playing video games has positively
impacted their relationship with their children
Italy
Italy
Cognitive
Creativity
Problem-solving
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43% 64%
Global
Global Comparison
Global Global
25-34
35-44
45-54
55-64
65+
16 -24
Ages of Players
Among total players ages 16+
Favorite Devices
1% selected other
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
Play in-person with
others at least
monthly
Use in-game
communications
Play online with others
at least monthly
1 2 3

36 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 37
77%
74%
72%
Creativity
Cognitive
Adaptability
56%
Puzzle
36%
Action
35%
Role playing
54%
Male
45%
Female
15%
26%
20%
19%
15%
5%
1,049 Respondents
1%
VR headset/device
20%
Computer or laptop
29%
Game console/ handheld
50%
Mobile
30% 50%
72% Provide a healthy outlet from everyday challenges 52%
62% Help me get through difficult times 36%
73% Help me feel happier 54%
64% Help me feel less isolated 41%
70% Help me feel less anxious 40%
77% Help me feel less stressed 65%
34%
31% 21% 42%
55%
55%
63%
Japan Japan
Top Three for Japan
of parents in Japan said playing video games has positively
impacted their relationship with their children
Japan
Japan
Cognitive
Creativity
Adaptability
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43% 64%
Global
Global Comparison
Global Global
25-34
35-44
45-54
55-64
65+
16 -24
Ages of Players
Among total players ages 16+
Favorite Devices
1% selected other
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
1% selected non-binary/prefer not to say
Play in-person with
others at least
monthly
Use in-game
communications
Play online with others
at least monthly
1 2 3

38 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 39
Global Comparison
76%
77%
74%
Problem-solving
Creativity
Teamwork & collaboration
60%
Action
49%
Puzzle
38%
Racing
52%
Female
48%
Male
<1% selected non-binary/prefer not to say
16%
29%
23%
17%
11%
4%
1,073 Respondents
61%
Mobile
30%
Game console/ handheld
8%
Computer or laptop
1%
VR headset/device
43% 68%
72% Provide a healthy outlet from everyday challenges 71%
62% Help me get through difficult times 58%
73% Help me feel happier 77%
64% Help me feel less isolated 67%
70% Help me feel less anxious 77%
77% Help me feel less stressed 83%
61%
48% 61% 75%
86%
81%
81%
Mexico Mexico
Top Three for Mexico
of parents in Mexico said playing video games has
positively impacted their relationship with their children
Mexico
Mexico
Creativity
Problem-solving
Teamwork & collaboration
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43% 64%
Global
Global Global
25-34
35-44
45-54
55-64
65+
16 -24
Ages of Players
Among total players ages 16+
Favorite Devices
1% selected other
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
Play in-person with
others at least
monthly
Use in-game
communications
Play online with others
at least monthly
1 2 3

40 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 41
76%
77%
71%
Creativity
Critical thinking
Problem-solving
59%
Puzzle
52%
Action
48%
Fighting
<1% selected non-binary/prefer not to say
54%
Male
46%
Female
18%
38%
25%
13%
4%
2%
1,082 Respondents
3%
VR headset/device
15%
Computer or laptop
17%
Game console/ handheld
64%
Mobile
67% 82%
72% Provide a healthy outlet from everyday challenges 83%
62% Help me get through difficult times 76%
73% Help me feel happier 91%
64% Help me feel less isolated 89%
70% Help me feel less anxious 86%
77% Help me feel less stressed 90%
78%
76% 84% 90%
93%
92%
90%
Nigeria
of parents in Nigeria said playing video games has
positively impacted their relationship with their children
Top Three for Nigeria
Nigeria Nigeria
Nigeria
Critical thinking
Creativity
Problem-solving
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43% 64%
Global
Global Comparison
Global Global
25-34
35-44
45-54
55-64
65+
16 -24
Ages of Players
Among total players ages 16+
Favorite Devices
1% selected other
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
Play in-person with
others at least
monthly
Use in-game
communications
Play online with others
at least monthly
1 2 3

42 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 43
76%
74%
77%
Cognitive
Creativity
Problem-solving
51%
Puzzle
49%
Action
44%
Arcade
<1% selected non-binary/prefer not to say
52%
Female
48%
Male
11%
21%
23%
17%
16%
13%
1,072 Respondents
2%
VR headset/device
14%
Game console/ handheld
35%
Computer or laptop
50%
Mobile
38% 60%
72% Provide a healthy outlet from everyday challenges 75%
62% Help me get through difficult times 60%
73% Help me feel happier 66%
64% Help me feel less isolated 64%
70% Help me feel less anxious 74%
77% Help me feel less stressed 80%
52%
54% 58% 71%
78%
77%
82%
Poland Poland
Top Three for Poland
of parents in Poland said playing video games has
positively impacted their relationship with their children
Poland
Poland
Creativity
Cognitive
Problem-solving
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43% 64%
Global
Global Comparison
Global Global
25-34
35-44
45-54
55-64
65+
16 -24
Ages of Players
Among total players ages 16+
Favorite Devices
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
Play in-person with
others at least
monthly
Use in-game
communications
Play online with others
at least monthly
1 2 3

44 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 45
Global Comparison
67%
74%
77%
Communication
Teamwork & collaboration
Creativity
45%
Puzzle
43%
Fighting
41%
Action
56%
Male
43%
Female
13%
36%
30%
16%
4%
1,076 Respondents
3%
VR headset/device
12%
Computer or laptop
24%
Game console/ handheld
59%
Mobile
64% 80%
72% Provide a healthy outlet from everyday challenges 76%
62% Help me get through difficult times 78%
73% Help me feel happier 82%
64% Help me feel less isolated 74%
70% Help me feel less anxious 79%
77% Help me feel less stressed 80%
73%
71% 75% 92%
86%
85%
84%
Saudi Arabia
of parents in Saudi Arabia said playing video games has
positively impacted their relationship with their children
Top Three for Saudi Arabia
Saudi Arabia Saudi Arabia
Saudi Arabia
Teamwork & collaboration
Communication
Creativity
1%
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43% 64%
Global
Global Global
25-34
35-44
45-54
55-64
65+
16 -24
Ages of Players
Among total players ages 16+
Favorite Devices
1% selected other
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
1% selected non-binary/prefer not to say
Play in-person with
others at least
monthly
Use in-game
communications
Play online with others
at least monthly
1 2 3

46 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 47
77%
76%
71%
Creativity
Problem-solving
Critical thinking
65%
Puzzle
47%
Action
39%
Sport
41%
Male
58%
Female
22%
34%
21%
13%
7%
2%
1,283 Respondents
2%
VR headset/device
18%
Computer or laptop
20%
Game console/ handheld
60%
Mobile
54% 76%
72% Provide a healthy outlet from everyday challenges 79%
62% Help me get through difficult times 75%
73% Help me feel happier 86%
64% Help me feel less isolated 78%
70% Help me feel less anxious 84%
77% Help me feel less stressed 91%
72%
68% 75% 81%
91%
91%
93%
Top Three for South Africa
South Africa South Africa
South Africa
of parents in South Africa said playing video games has
positively impacted their relationship with their children
South Africa
Problem-solving
Creativity
Critical thinking
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43% 64%
Global
Global Comparison
Global Global
25-34
35-44
45-54
55-64
65+
16 -24
Ages of Players
Among total players ages 16+
Favorite Devices
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
1% selected non-binary/prefer not to say
Play in-person with
others at least
monthly
Use in-game
communications
Play online with others
at least monthly
1 2 3

48 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 49
77%
74%
72%
Creativity
Cognitive
Adaptability
48%
Puzzle
37%
Action
26%
Sports
<1% selected non-binary/prefer not to say
46%
Female
54%
Male
10%
19%
23%
23%
15%
10%
1,005 Respondents
2%
VR headset/device
10%
Game console/ handheld
30%
Computer or laptop
57%
Mobile
32% 59%
72% Provide a healthy outlet from everyday challenges 62%
62% Help me get through difficult times 49%
73% Help me feel happier 58%
64% Help me feel less isolated 61%
70% Help me feel less anxious 57%
77% Help me feel less stressed 69%
51%
53% 37% 65%
66%
63%
63%
South Korea South Korea
Top Three for South Korea
of parents in South Korea said playing video games has
positively impacted their relationship with their children
South Korea
South Korea
Cognitive
Creativity
Adaptability
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43% 64%
Global
Global Comparison
Global Global
25-34
35-44
45-54
55-64
65+
16 -24
Ages of Players
Among total players ages 16+
Favorite Devices
1% selected other
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
Play in-person with
others at least
monthly
Use in-game
communications
Play online with others
at least monthly
1 2 3

50 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 51
77%
76%
74% Cognitive
Creativity
Problem-solving
48%
Puzzle
44%
Action
31%
Skill & chance
49%
Female
50%
Male
9%
15%
24%
21%
14%
17%
1,006 Respondents
2%
VR headset/device
19%
Computer or laptop
30%
Game console/ handheld
49%
Mobile
42% 61%
72% Provide a healthy outlet from everyday challenges 77%
62% Help me get through difficult times 60%
73% Help me feel happier 66%
64% Help me feel less isolated 62%
70% Help me feel less anxious 68%
77% Help me feel less stressed 75%
53%
52% 56% 70%
73%
76%
78%
Top Three for Spain
Spain Spain
of parents in Spain said playing video games has positively
impacted their relationship with their children
Spain
Spain
Problem-solving
Creativity
Cognitive
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43% 64%
Global
Global Comparison
Global Global
25-34
35-44
45-54
55-64
65+
16 -24
Ages of Players
Among total players ages 16+
Favorite Devices
1% selected other
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
1% selected non-binary/prefer not to say
Play in-person with
others at least
monthly
Use in-game
communications
Play online with others
at least monthly
1 2 3

52 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 53
54%
Puzzle
45%
Action
28%
Strategy
<1% selected non-binary/prefer not to say
48%
Male
52%
Female
6%
16%
20%
23%
24%
12%
1,016 Respondents
54%
Mobile
22%
Computer or laptop
22%
Game console/ handheld
1%
VR headset/device
28% 43%
72% Provide a healthy outlet from everyday challenges 75%
62% Help me get through difficult times 49%
73% Help me feel happier 66%
64% Help me feel less isolated 51%
70% Help me feel less anxious 60%
77% Help me feel less stressed 66%
41%
51% 57% 66%
74%
72%
70%
Global Comparison
76%
77%
64% Language
Creativity
Problem-solving
Sweden Sweden
Top Three for Sweden
of parents in Sweden said playing video games has
positively impacted their relationship with their children
Sweden
Sweden
Problem-solving
Creativity
Language
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43% 64%
Global
Global Global
25-34
35-44
45-54
55-64
65+
16 -24
Ages of Players
Among total players ages 16+
Favorite Devices
1% selected other
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
Play in-person with
others at least
monthly
Use in-game
communications
Play online with others
at least monthly
1 2 3

54 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 55
Global Comparison
77%
74%
67%
Creativity
Teamwork & collaboration
Communication
38%
Puzzle
48%
Action
50%
Fighting
2% selected non-binary/prefer not to say
63%
Male
35%
Female
11%
41%
33%
13%
2%
1,018 Respondents
47 %
Mobile
30%
Game console/ handheld
16%
Computer or laptop
6%
VR headset/device
72% 54%
72% Provide a healthy outlet from everyday challenges 70%
62% Help me get through difficult times 71%
73% Help me feel happier 79%
64% Help me feel less isolated 71%
70% Help me feel less anxious 75%
77% Help me feel less stressed 75%
65%
65% 79% 92%
81%
79%
78%
UAE UAE
Top Three for the United Arab Emirates
of parents in the UAE said playing video games has
positively impacted their relationship with their children
UAE
United Arab Emirates (UAE)
Teamwork & collaboration
Creativity
Communication
1%
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43% 64%
Global
Global Global
25-34
35-44
45-54
55-64
65+
16 -24
Ages of Players
Among total players ages 16+
Favorite Devices
1% selected other
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
Play in-person with
others at least
monthly
Use in-game
communications
Play online with others
at least monthly
1 2 3

56 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 57
76%
74% Cognitive
Problem-solving
71% Critical thinking
60%
Puzzle
38%
Action
29%
Shooter
<1% selected non-binary/prefer not to say
50%
Female
50%
Male
18%
16%
17%
18%
21%
10%
1,002 Respondents
51%
Mobile
27%
Game console/ handheld
19%
Computer or laptop
2%
VR headset/device
72% Provide a healthy outlet from everyday challenges 75%
62% Help me get through difficult times 61%
73% Help me feel happier 76%
64% Help me feel less isolated 62%
70% Help me feel less anxious 70%
77% Help me feel less stressed 78%
54%
47% 55% 64%
81%
80%
86%
55% 36%
United Kingdom
Top Three for the United Kingdom
United Kingdom United Kingdom
United Kingdom
Problem-solving
Critical thinking
Cognitive
of parents in the United Kingdom said playing video games
has positively impacted their relationship with their children
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43% 64%
Global
Global Comparison
Global Global
25-34
35-44
45-54
55-64
65+
16 -24
Ages of Players
Among total players ages 16+
Favorite Devices
1% selected other
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
Play in-person with
others at least
monthly
Use in-game
communications
Play online with others
at least monthly
1 2 3

58 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 59
74%
71%
76% Problem-solving
Critical thinking
Cognitive
53%
Puzzle
37%
Action
32%
Skill & chance
<1% selected non-binary/prefer not to say
48%
Male
52%
Female
9%
16%
19%
17%
17%
22%
1,554 Respondents
54%
Mobile
22%
Computer or laptop
21%
Game console/ handheld
2%
VR headset/device
38% 55%
Provide a healthy outlet from everyday challenges 72% 69%
Help me get through difficult times 62% 61%
Help me feel happier 73% 68%
Help me feel less isolated 64% 58%
Help me feel less anxious 70% 67%
Help me feel less stressed 77% 75%
47 %
44% 52% 63%
77%
75%
73%
United States United States
Top Three for the United States
of parents in the United States said playing video games has
positively impacted their relationship with their children
United States
United States
Problem-solving
Critical thinking
Cognitive
Video games as a tool for mental resilience
Video games connect people
Video games improve skills
In|uenced my career and/or
educational path in a positive way
Allows me to continue or pursue a hobby or
interest that I wouldn’t otherwise be able to do
43% 64%
Global
Global Comparison
Global Global
25-34
35-44
45-54
55-64
65+
16 -24
Ages of Players
Among total players ages 16+
Favorite Devices
1% selected other
Top 3 Game Genres
Genres played most regularly in the last year
Player Gender
Video games…
Players agree that video games can improve…
Play in-person with
others at least
monthly
Use in-game
communications
Play online with others
at least monthly
1 2 3

60 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 61
Decades of scientific research about the impact
of video games on people and society reveals
a wide range of benefits. For kids, video games
can enhance cognitive development by improving
problem-solving and spatial reasoning skills,
while building emotional resilience, increasing
classroom engagement and learning, and relieving
stress. In fact, studies show how video games
strengthen social connections, support mental
health and well-being, and build valuable skills
across all age groups. In addition, video games are
increasingly used to enhance real-world perfor –
mance in healthcare, aviation, space exploration,
business, and even with professional athletes.
Beyond these benefits, video games remain
an immensely popular form of entertainment,
capturing the hearts and imaginations of players
of all ages around the world. Read on to see what
science says about the power of play.
1. Playing video games can positively affect
mental health and well-being.
Vast research exists identifying the myriad bene –
fits of playing video games on mental health and
well-being. Academics and players agree that
gameplay is not only fun, but also can enhance
mood, decrease stress and anxiety, help with the
treatment of depression, and reduce loneliness.
Kids’ moods, development, and confidence
benefit from gameplay.
A 2014 article published in American Psychologist
summarized studies showing the positive effects
of playing video games. 1 The writers—from
the Behavioural Science Institute at Radboud
University in the Netherlands—state that “gaming
may be among the most efficient and effective
means by which children and youth generate
positive feelings.” They identified cognitive, moti –
vational, emotional, and social benefits tied to
video games and were “particularly inspired by the
potential that these games hold for interventions
that promote well-being, including the preven –
tion and treatment of mental health problems in
youth .”
In a 2020 article co-authored by leading
psychology professors from Villanova and Stetson
Universities, the researchers write that “video
gameplay gives gamers the chance to develop
techniques for dealing with conflict, working out
various resolutions, interacting with their friends,
and experiencing different emotions.” They
suggest that these opportunities help explain
“why gamers tend to be more satisfied with their
lives and experience fewer conduct problems,
peer troubles, and emotional issues than youths
who do not regularly play video games.” 2
A series of studies published in 2024 known as
the Responsible Innovation in Technology for
Children (RITEC) project assessed the poten –
tial for digital games to contribute to children’s
well-being. 3 In one of the studies, Dr. Jan L. Plass,
founding director of the Consortium of Research
and Evaluation of Advanced Technology in
Education (CREATE) Lab at New York University,
led experimental research involving Lego Builder’s
Journey and Rocket League with children ages
eight through 12 years old in the U.S., Chile, and
South Africa. According to the report, children
who formed more social connections while playing
games experienced greater improvements in
well-being over time. Dr. Plass concluded that the
results “provide converging evidence that digital
play can support children’s well-being by allowing
them to meet specific psychological needs,
including the need to connect with their peers,
which can result in positive well-being outcomes
over time.”
In a companion RITEC study, researchers
collected data using equipment, including heart
rate sensors and eye tracking software, and
matched it to human emotions associated with
well-being. In providing a “comprehensive range
of empirical evidence,” the researchers assert that
digital games support children in experiencing and
regulating emotions, feeling connected to others,
and managing social connections. 

Overall, we found strongest support for
the potential of digital games to positively
influence children’s sense of autonomy and
competence, their ability to understand and
regulate emotions, and to form and manage
relationships, as positive impacts on these
aspects of well-being were evidenced
across all three studies.”
Mental health benefits are not limited to
children.
The introduction of exergames like Nintendo’s Wii
Sports influenced further research into how video
games—both active and non-active— can support
mental well-being across different populations. A
study examining Wii Tennis , for example, showed
gameplay was found to reduce symptoms of
depression in older adults – sometimes even more
effectively than traditional exercise. 4
A 2020 study in Singapore took this premise a
step further by exploring how the way people
play matters. Older adults who played multi –
player exergames reported feeling less lonely and
experienced an even greater drop in depression
compared to those who played alone, highlighting
the social nature of video games and related
benefits. 5
Researchers at Oxford University studied the
impact of playing a video game on mood among
more than 8,000 players. Their findings published
in 2024 “corroborate what qualitative research
and reports from video game players around
the world have long suggested: people feel good
playing games.” The study noted that the impact
surpassed mood improvements reported from
watching television, reading, and shopping. 6
The powerful role of video games in enabling
social connection was even more pronounced
during the COVID-19 lockdown. A June 2020 study
among players ages 16+ conducted by researchers
at the University of Glasgow identified seven
ways that video games positively affected players
during the early days of the pandemic, including
providing mental health benefits, stress relief, a
means of escape, cognitive stimulation, feeling
of control, a sense of normalcy, and a source of
social connection.

Playing video games has had a positive
effect on players’ perceived well-being
during the COVID-19 pandemic. Games
have provided an enjoyable means of
maintaining social contact, and a stress-
relieving and mentally stimulating escape
from the effects of lockdown. While these
findings are generally supported by prior
research, it is notable that the public
perception of video games has not entirely
caught up with the available evidence.” 7
Video games have also shown effectiveness
at helping military veterans reassimilate after
service, with a 2016 study examining how veterans
used gameplay to aid in mental and behavioral
health recovery.

Veteran participants reported that video
games helped not only with managing
moods and stress, but also with three
areas related to other aspects of recovery:
adaptive coping (e.g. distraction, control,
symptom substitution); eudaimonic
well-being (confidence, insight, role func –
tioning); and socializing (participation,
support, brotherhood).” 8 
The researchers concluded that “video games
seem to provide some veterans with a potent form
of ‘personal medicine’ that can promote recovery.”
2. Video games enhance learning.
Research linking video games to cognitive devel –
opment began to emerge in the late 1980s, as
psychologists and educators started investigating
how video games might influence attention,
spatial reasoning, memory, and problem-solving. 
In 2021, a review of 42 studies about Minecraft
published in the International Journal of Game-
based Learning concluded that the popular
sandbox game is “beneficial in terms of increased
motivation, language development, and academic
learning in subjects such as science and history.
Minecraft play also supported the development
of social skills, including communication, sharing,
collaboration, and leadership.” 9
A 2024 study among university students found
that digital educational games enhanced engage –
ment, fueling their motivation to learn. 

Immersive environments amplify this
effect, offering students a dynamic way
to connect with educational content [ . . . ]
Practically, these findings underscore the
significance of digital educational games
and the digital environments in schools
to enhance student’s motivation for
learning.” 10
Additionally, a 2022 study by researchers at the
University of Geneva showed that playing action
video games helped children improve their reading
skills. Scientists worked with 150 Italian students
ages eight to 12 to assess the ability to use action
video games to train different executive functions
utilized while reading. The team found a “seven-
fold improvement” in the children’s ability to
maintain focus. 

Even more remarkably, the research team
observed a clear enhancement in reading,
not only in terms of reading speed, but also
in accuracy. This improvement in literacy
occurs even though the action video game
does not require any reading activity.” 11
Academic & Scientific Research
2025 Power of Play Report

62 | POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT POWER OF PLAY | 2025 GLOBAL VIDEO GAMES REPORT | 63
The team also conducted follow-up assessments
and found that the improvements were sustained
and that their grades significantly improved over
time. 
This growing body of research concludes that
video games can enhance learning by stimulating
motivation for learning and promoting reading and
executive functioning skills. Ultimately, the immer –
sive and interactive nature of video games can
engage students in ways traditional educational
methods often cannot.
3. Playing video games can provide valuable
job skills.
Research also indicates that gameplay can
enhance job performance by strengthening soft
skills including problem-solving, leadership, and
teamwork, in addition to technical skills.
A 2020 Liechtenstein study concluded that video
game skills correlate to managerial skills: “…video
games have been found to be able to be indicative
of various skills that are professionally valuable,
including persistence, problem-solving, and lead –
ership…In fact, being adept at video games can
significantly boost one’s career.” 12
The same study also makes the case that game
performance can be a predictor of job perfor –
mance. “Our study revealed significant and
positive relationships between the participants’
game success and how they performed during our
assessments…Accordingly, video games may not
only be used to assess specific skills but could
also be useful to predict performance at a more
general level.”
A literature review in the Procedia Computer
Science showed that video games improve cogni –
tive skills and decision-making in the workplace.

Cognitive skills such as perception,
attentional control, and decision-making
improve when subjects were trained
with video games. […] People with
professions such as nurses and doctors
showed improved decision-making
and risk assessment when trained with
serious simulation games. High school
and undergraduate students who played
video games exhibit better results when
given tasks related to cognitive abilities
compared to students who do not play
video games.” 13
4. Video games are a powerful training tool.
Video games are being used in a number of ways
to train workers in high-stakes fields to build
proficiency and preparedness. Research supports
that video gamification and simulations provide
realistic and immersive learning tools that build
critical skills in controlled environments, without
real-world risks.
Pioneering surgeon Richard Satava, MD, coined
the term “Nintendo Surgeon” in 1992 to high –
light the transformative potential of video game
technology in medicine. 14 Many studies followed,
advocating for the use of game tools in training
and supporting the premise that surgeons taught
using video games can operate faster and make
fewer errors.
Researchers at the University of Texas Medical
Branch found that high school and college
students with experience playing first-person
shooter video games outperformed actual medical
students on robotic surgery simulators, demon –
strating superior hand-eye coordination and fine
motor skills. 15 Additional research performed
in 2021 reaffirmed the value of video games in
surgical training, noting that “a history of gaming
and video game-based training were associated
with improved metrics in robotic surgery and lapa –
roscopy, respectively.” 16
The applications are vast and growing. Astronauts
use video game technology, such as “mixed
reality,” to familiarize themselves with the layout
and instruments of the International Space
Station. 17 Emergency responders use it to train
for disaster response. Law enforcement lever –
ages gameplay to train for active shooter events
and tactical decision-making under stress. And
the U.S. Air Force Air Education and Training
Command Center uses augmented and virtual
reality technology to train airmen better and
faster, and to foster deeper learning. 18
Use cases don’t have to be life-or-death situations
to be impactful. Retailers use video game-centric
tools to train workers and simulate busy shopping
events like holiday sales. Major sports teams use
video game technology to reshape how athletes
prepare mentally and tactically. And car manu –
facturers test vehicle performance and build
prototypes using driving simulators and design
visualization.
Across all of these fields, the usage and data
make a compelling case: video gameplay can
significantly enhance preparedness, reduce
errors, increase ROI, and improve real-world
outcomes.
Endnotes
1 Granic, I., Lobel , A., & Engels, R. C. (2014). The benefits of playing video games . American Psychologist,
69 (1), 66 –78.
2 Markey, P. M., Ferguson, C. J., & Hopkins, L. I. (2020). Video game play: Myths and benefits . American
Journal of Play, 13 (1), 87–106.
3 UNICEF. (2024, April). Responsible innovation in technology for children: Digital technology, play and
child well-being .
4 Rosenberg, D., Depp, C. A., Vahia, I. V., Reichstadt, J., Palmer, B. W., Kerr, J., Norman, G., & Jeste, D. V.
(2010). Exergames for subsyndromal depression in older adults: A pilot study of a novel intervention .
American Journal of Geriatric Psychiatry, 18 (3), 221–226.
5 Li, J., Theng, Y.-L., & Foo, S. (2020). Play mode effect of exergames on subthreshold depression in older
adults: A randomized pilot trial . Frontiers in Psychology, 11 .
6 Vuorre, M., Ballou, N., Hakman, T., Magnusson, K., & Przybylski, A. K. (2023). Affective uplift during video
game play: A naturalistic case study . [PREPRINT]
7 Barr, M., & Copeland-Stewart, A. (2021). Playing video games during the COVID-19 pandemic and effects
on players’ well-being . Games and Culture, 17 (1), 122–139.
8 Colder Carras, M., Kalbarczyk, A., Wells, K., Banks, J., Kowert, R., Gillespie, C., & Latkin, C. (2018).
Connection, meaning, and distraction: A qualitative study of video game play and mental health recovery
in veterans treated for mental and/or behavioral health problems . Social Science & Medicine, 216 ,
124 –132.
9 Alawajee, O., & Delafield-Butt, J. (2021). Minecraft in education benefits learning and social engagement .
International Journal of Game-Based Learning, 11 (4), 19 – 56.
10 Li, Y., Chen, D., & Deng, X. (2024). The impact of digital educational games on students’ motivation
for learning: The mediating effect of learning engagement and the moderating effect of the digital
environment . PLoS ONE, 19 (1), e0294350.
11 Pasqualotto, A., Altarelli, I., & De Angeli, A. (2022). Enhancing reading skills through a video game mixing
action mechanics and cognitive training . Nature Human Behaviour, 6 , 896.
12 Simons, A., Wohlgenannt, I., Weinmann, M., et al. (2021). Good gamers, good managers? A proof-of-
concept study with Sid Meier’s Civilization . Review of Managerial Science, 15 , 957– 990.
13 Reynaldo, C., Christian, R., Hosea, H., & Gunawan, A. A. S. (2021). Using video games to improve
capabilities in decision making and cognitive skill: A literature review . Procedia Computer Science, 179 ,
211–221.
14 Satava, R. M. (1992). Nintendo surgery . JAMA, 267 (17), 2329 –2330.
15 University of Texas Medical Branch at Galveston. (2012, November 15). Using skills gleaned from
video games, high school and college students outmatch medical residents in surgical simulations.
ScienceDaily .
16 Gupta, A., Lawendy, B., Goldenberg, M. G., Grober, E., Lee, J. Y., & Perlis, N. (2021, April). Can video
games enhance surgical skills acquisition for medical students? A systematic review . Surger y, 169 (4),
821–829.
17 NASA. (2021, September 20). Nine ways we use AR and VR on the International Space Station .
18 Roza, D. (2024, May 8). New tech helping airmen think faster in training, AETC boss says . Air and Space
Forces Magazine .

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