The Entertainment Software Association (ESA) has released its Power of Play: 2025 Global Video Games Report, and there are some interesting takeaways. The study surveyed 24,216 active weekly players across 21 countries, profiling who plays, why they play, and the perceived benefits of gaming. One of the biggest takeaways on a global level is that players are finding games helpful to their well-being, with large majorities saying games provide stress relief, mental stimulation, help them feel happier, and give an outlet from everyday challenges. More than half of those surveyed said games helped them get through difficult times.
Not surprisingly, social connection remains a core part of gaming, with players saying gaming helps them feel less isolated while introducing them to new friends and relationships. Despite what the League of Legends and Fortnite communities will have you believe, playing with others is generally described as a positive experience. Players also credited games with improving problem-solving, critical thinking, creativity, teamwork, adaptability, and communication.
Of those surveyed, the gaming audience is older and nearly gender-balanced, with the average player age of 41. Despite gaming stereotypes, the player gender split was 48 percent female and 51 percent male (one percent registered as nonbinary or preferred not to say). Another takeaway that will likely surprise the general internet is that mobile leads device preferences globally at 55 percent, while computers (including laptops) and game consoles (including handhelds) garnered 21 percent each.
Looking specifically at the U.S. market, the largest percentage of players surveyed landed in the 65-plus category at 22 percent. Player gender in the U.S. actually favors females, with 52 percent and 48 percent male. Perhaps those surveyed skewed some of the data, but even in the U.S., 54 percent selected mobile as the favorite device. Computers or laptops followed at 22 percent, while game consoles and handhelds received 21 percent. VR headsets received a meager two percent, which makes sense since those devices remain niche.
You can check out the full report here.