55% Of Gamers Play on Mobile Devices

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55% Of Gamers Play on Mobile Devices

A clear breakdown of global gaming trends in 2025, covering demographics, platforms, genres, and the social and cognitive impact of games.

Eliza Crichton-Stuart

Eliza Crichton-Stuart

•

Updated Dec 2, 2025

55% Of Gamers Play on Mobile Devices

The Global Video Games Report 2025, compiled from AudienceNet research across 22 countries, offers a grounded look at how people around the world play games. The study includes input from more than 24,000 active players, defined as those who play at least one hour a week, with respondents aged 16 through 65 and older. The results paint a picture of a diverse, mature audience whose habits and motivations continue to reshape the modern gaming landscape.

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Shifting Demographics in a Mature Market

The data shows that the average global player is now 41 years old. Nearly half of all players fall within the 25–44 range, making it the largest age segment. The report also highlights an interesting shift: players aged 45–54 outnumber those aged 16–24, suggesting that gaming is a sustained habit rather than a hobby tied strictly to youth. Gender distribution remains close to equal, with men making up 51% of players and women representing 48%, while 1% identify as non-binary or prefer not to disclose their gender.

How Players Choose to Play

Mobile remains the most widely used platform, with 55% of respondents playing primarily on mobile devices. PCs and consoles share equal footing at 21% each, while VR continues to sit at the edges of player preference with only 2% engagement. Platform choice also varies by gender, with women leaning more heavily toward mobile and men more commonly using PCs and consoles. Genre preferences follow similar patterns, as women tend to gravitate toward puzzle and casual games while men report greater interest in action, fighting, shooter, and sports titles.

Age and Motivation Influence Playstyles

Players under 35 are more likely to participate in online gaming and use voice chat, suggesting stronger integration with social features and multiplayer environments. Those over 55 show a clear preference for single-player titles and puzzle games. Younger players also associate gaming more strongly with emotional benefits, including reduced loneliness, maintaining friendships, and staying connected to family.

Emotional and Cognitive Benefits Remain Strong

The majority of respondents believe that games offer meaningful personal benefits. Most players say gaming helps with stress relief, mental stimulation, and creating an inclusive environment for people of different ability levels. Many also report that games improve overall mood and help them manage everyday responsibilities and challenges. These sentiments appear even stronger in emerging markets, where players often attribute significant emotional support to gaming.

Gaming as a Collaborative Space

Across most surveyed regions, players say gaming strengthens connections with friends and family. A notable portion of respondents report playing at least once a month with grandparents, a trend that would have been uncommon only a few years ago. Although most countries responded positively about playing together offline, South Korea stood out with lower enthusiasm for in-person co-play.

Skills Carried Beyond the Screen

The report indicates that many players recognize the real-world value of skills formed through gaming. Creativity, problem-solving, teamwork, and cognitive development rank among the most frequently mentioned benefits. About half of respondents say gaming has positively influenced their education or career, and a significant number report that games have played a direct role in improving professional performance. Positive attitudes toward these benefits are especially strong in MENA regions, where gaming is often viewed as a tool for opportunity and mobility.

Regional Trends and Emerging Patterns

Across global markets, mobile remains dominant and puzzle games continue to lead in genre popularity. Players in countries such as Nigeria, Egypt, and India report stronger emotional benefits from gaming compared to those in North America or Europe. Online play is more common in Brazil, Nigeria, Mexico, and China, highlighting cultural differences in how gaming is used for social interaction.

Industry Tools Evolving with Player Behavior

The report also touches on new tools designed to support evolving player habits. Xsolla’s adaptive offer chains, commerce-enabled Discord bot, and push notification features highlight how web3-era infrastructure is shaping digital storefronts and player engagement. These tools aim to help developers build flexible and responsive commerce systems that match the increasingly dynamic nature of player behavior.

Frequently Asked Questions (FAQs)

What is the average age of gamers in 2025?
The average global player is 41 years old, reflecting a mature and diverse gaming community.

Which gaming platform is most popular worldwide?
Mobile remains the most widely used platform, with more than half of players using it as their primary way to play.

Do men and women prefer different game genres?
Yes. Women prefer puzzle and casual games at higher rates, while men show stronger interest in action, shooter, fighting, and sports titles.

What benefits do players associate with gaming?
Players commonly cite stress relief, cognitive stimulation, improved mood, and social connection as key benefits.

Do games have an impact on career or education?
According to the report, about half of players believe skills gained through gaming have positively influenced their education or career.

Which regions show the strongest emotional connection to gaming?
Emerging markets such as Nigeria, Egypt, and India report the highest emotional benefits, including reduced anxiety and improved mood.

How common is multiplayer and co-play across regions?
Online and local co-play are more common in countries such as Brazil, Nigeria, Mexico, and China compared to Europe and North America.

 
Eliza Crichton-Stuart author avatar

Eliza Crichton-Stuart

Head of Operations

Educational, Reports

updated

December 2nd 2025

posted

November 28th 2025

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