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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.

Video Games Europe, in partnership with video game trade associations in Australia, Canada, South Korea, and the United States, 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 aged 16+ 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 (UAE), the United Kingdom, and the United States.

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.”


Global Insights

Players worldwide agree on the positive social, emotional, and mental benefits of gaming:


Skill Development Through Play

Players around the world also turn to games for broader skill development:


Connection and Community

Video games are not only popular for entertainment but also serve as a vehicle for building and maintaining relationships:


Profile of the Global Video Game Player (Age 16+)


Access the complete 2025 Global Power of Play report here:
https://www.videogameseurope.eu/publication/global-report-video-games-transcend-entertainment-and-affect-positive-change-in-players-lives/



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LinkedIn: Video Games Europe

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Video Games Europe

Since 1998, Video Games Europe has represented a responsible and innovative games ecosystem. Its mission is to support and celebrate the sector’s creative and economic potential and to ensure players worldwide enjoy the benefits of great gaming experiences.
Europe’s video game sector is worth €26.8 billion, and 54% of Europeans are video game players.


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 UAE, the UK, and the US.
Participants were aged 16–65+ and qualified as active gamers, defined as playing video games for at least one hour per week on a console, PC/laptop, tablet, mobile, or VR device.
Quotas 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 conducting nationally representative studies in 52 countries. As a Market Research Society (MRS) Company Partner, AudienceNet adheres to the MRS Code of Conduct and GDPR regulations.

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