2025 Global Video Games Report
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.
Second iteration of the global Power of Play report
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
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.
Framework of the global survey
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.
You can find the full report by clicking on the source description.
Source: https://www.theesa.com/wp-content/uploads/2025/09/PoP-2025-v10-web-spreads.pdf