ESA Releases Global Gamer Survey "Power of Play: 2025 Global Video Games Report," Based on Survey of 24,216 People Across 21 Countries

Note: the original Japanese article can be found at:
https://www.4gamer.net/games/991/G999101/20251009012/

Editorial Department: Oritaka | 2025/10/09 03:20 (UTC)

The Entertainment Software Association (ESA), a U.S.-based organization, released the “Power of Play: 2025 Global Video Games Report” on October 8, 2025. The report is based on a global consumer survey conducted by AudienceNet, a leading market research firm, among 24,216 gamers aged 16 and above across 21 countries.

The image in this article is sourced from the official report (PDF file) and the organization’s website (external link). Thumbnail image No. 007 / ESA releases “Power of Play: 2025 Global Video Games Report” surveying 24,216 people across 21 countries

The respondents were gamers who play video games for at least one hour per week. At least 1,000 active gamers from each country were recruited through professionally certified consumer panels.

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Firstly, the gender distribution among gamers is nearly equal: 51% male and 48% female.

Platform preferences are as follows: mobile devices (55%), PCs (21%), consoles and handheld PCs (21%), VR devices (2%), and others (1%).

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The primary reasons gamers play video games are ranked as follows:

  1. For enjoyment,
  2. To relieve stress or relax,
  3. To sharpen the mind or exercise the brain.

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According to a study by the University of Oxford, which surveyed over 80,000 players, playing video games had a greater mood-enhancing effect than watching television, reading, or shopping. This indicates that research supports the idea that “people gain happiness through gaming.”

Gamers reported the following positive impacts most frequently:

  • Provides mental stimulation (81%)
  • Helps relieve stress (80%)
  • Offers accessible experiences for people with diverse abilities (78%)
  • Makes them feel happy (73%)
  • Offers an escape from daily challenges (72%)
  • Introduces new friends and relationships (71%)
  • Reduces feelings of isolation or loneliness by connecting with others (70%)
  • Helps ease anxiety (64%)

Additionally, a study published in the academic journal American Psychologist, affiliated with the American Psychological Association, suggests that “gaming may be one of the most efficient and effective ways for children and young people to generate positive emotions.” Researchers strongly believe gaming holds significant potential as an element promoting well-being, especially in preventing and treating mental health issues among youth.

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It is widely believed that playing video games enhances cognitive abilities, attention span, decision-making skills, and risk assessment. In the survey, 77% of respondents said gaming improved their creativity, 76% reported enhanced problem-solving ability, and 74% noted better teamwork.

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On the other hand, only 50% of respondents said their education or career paths improved due to gaming, and 43% reported a positive impact. In Japan specifically, these figures were lower: 31% for improved education/career, and 30% for positive influence. Comparatively, South Korea reported 42% and 32%, while China showed 55% and 49%.

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Furthermore, 54% of respondents said their real-world physical skills improved through sports games, and 64% reported that gaming helped them maintain or pursue hobbies and interests. Detailed data for each of the 21 surveyed countries is available in the full report.

Download “Power of Play: 2025 Global Video Games Report” (PDF file)

■ Examples of country-specific reports:

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Japan

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China

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South Korea

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United States

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Saudi Arabia

Official Website: “ESA 2025 Global Power of Play Report”