Global Report: Video Games Transcend Entertainment and Affect Positive Change in Players’ Lives
Video games affirmed as a source of connection, stress relief and mental stimulation in one of the largest consumer surveys ever conducted of more than 24,000 video game players in 21 countries across six continents.
Brussels, 8th October 2025 – Video Games Europe, in partnership with video game trade associations in Australia, Canada, South Korea and the US, today released the 2025 Global Power of Play report. The report reveals the universal social and emotional benefits of video games, confirmed by both peer-reviewed academic research and a survey of 24,216 active (weekly) players (age 16+) in 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 (UAE), the United Kingdom and the United States of America (U.S).
Video Games Europe’s CEO Simon Little said: “More than half of Europe’s population plays video games – and the 2025 Global Power of Play report – one of the largest consumer surveys ever conducted on video game players – shows why. The benefits, including connection, mental and social wellbeing, inclusiveness and the development of important skills, are enjoyed the world over. Our European video game sector has much to be proud of.”
Globally, players agree on the positive social, emotional and mental benefits of game play:
- Having fun is the top reason people around the world say they play video games (66%), with stress relief (58%) and keeping minds sharp (45%) making up the top three reasons for playing. In Europe, the top three reasons for playing video games are to have fun (67%), for stress relief (55%) and to keep their mind sharp (42%)
- Seventy-seven percent of players globally say video games help them feel less stressed, 70% report reduced anxiety and 64% credit video games with easing loneliness by connecting them to others. Europeans feel similarly, reporting games helps them feel less stressed (72%), and less lonely (56%).
Players around the world turn to games for broader skill development:
- Half of all players worldwide say playing video games has directly bolstered their professional education through technical or behavioral skills, and 43% report that games have influenced their career or educational path.
- Players agree that video games help improve creativity (77%), problem-solving (76%) and teamwork and collaboration skills (74%). Adaptability (72%), critical thinking (71%) and communication skills (67%) also rank high. In Europe, the top three skills players believe are improved by playing video games are creativity (73%), problem solving (72%) and adaptability (70%).
- Over half (54%) of global players feel that sports video games have sharpened their real‐world abilities in that same sport.
Video games are not only a popular vehicle for lasting connections with children, family members and friends, but also are an avenue to forge new relationships:
- Nearly two-thirds (62%) of players worldwide agree that video games create spaces for positive connections with others.
- Across the world, younger players (ages 16-35) use games to make and build relationships, with 67% saying they have met a good friend, spouse or significant other through video games. Nearly three in four (73%) of that same age group say video games help them feel less isolated and lonely by connecting them to other people.
- More than half of players globally (55%) say that video games positively impact their relationships with their children, and 68% play with their children in-person at least monthly.
Profile of the global video game player (age 16+):
- The global video game player is 41 years old on average and is about just as likely to be male (51%) as female (48%).
- There are several countries where significantly more women than men play video games, including Brazil (57% to 43%) and South Africa (58% to 41%).
- Globally, the majority (55%) of players play on mobile devices. Action and puzzle games are the top two preferred genres in 20 of the 21 countries surveyed.
Access the complete 2025 Global Power of Play report.
For further information, please contact:
| Nicholas Elles
VP Communications and Public Affairs Twitter: @videogames_EU LinkedIn: Video Games Europe |
Heidi Lambert, tel: +44 7932 141291
Press Relations
|
Video Games Europe
Since 1998, Video Games Europe has ensured that the voice of a responsible games ecosystem is heard and understood. Its mission is to support and celebrate the sector’s creative and economic potential and to ensure that players around the world enjoy the benefits of great video game playing experiences. Europe’s video games sector is worth €26.8bn, and 54% of Europeans are video game players.
The Power of Play Report 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.
