Using Gaming as a Tool for Wellbeing

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Using Gaming as a Tool for Wellbeing

The 2025 ESA report examines player demographics, motivations, social connections, accessibility efforts, and the industry’s $59.3 billion market in 2024.

Eliza Crichton-Stuart

Eliza Crichton-Stuart

•

Updated Dec 2, 2025

Using Gaming as a Tool for Wellbeing

New data from the Entertainment Software Association’s 2025 annual report documents the continued growth and societal reach of video games in the United States. The report frames video games as a widespread form of entertainment and social interaction, reporting more than 205 million Americans who play and highlighting trends in demographic participation, motivations for play, social connectivity, accessibility, and economic activity across the industry.

Entertainment Software Association’s 2025 Report

Entertainment Software Association’s 2025 Report

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Player Population and Demographics

The ESA report indicates that video game participation spans all ages and demographic groups. More than 205 million Americans play video games, with 28 percent of players aged 50 or older, reflecting substantial engagement among older adults. The report finds widespread family participation, noting that 82 percent of parents who play video games play with their children. Participation measures extend across gender and sexual orientation categories, reinforcing that video games are a common leisure activity across diverse populations.

Motivations for Playing and Wellbeing

Survey results in the report identify relaxation and entertainment as primary motivations for play, while also noting cognitive and emotional benefits. Among adult players, 68 percent report using games to pass the time or relax and 62 percent report playing to have fun. The data show variation by generation: older players more frequently cite keeping the mind sharp, while younger generations emphasize entertainment. Broad public attitudes align with these motivations; large majorities of U.S. adults agree that video games provide stress relief and mental stimulation, and many believe games can teach problem-solving, teamwork, adaptability, and STEAM-related skills.

Entertainment Software Association’s 2025 Report

Entertainment Software Association’s 2025 Report

Social Connection and Community

The report emphasizes how video games foster social ties across age groups. High proportions of Gen Alpha and Gen Z play with friends, and more than half of all players report playing with others weekly. Online play is widespread across ages, with 89 percent of players ages eight to ninety reporting they have played games online. Players report that games introduce them to new friends, help them stay connected with friends and family, and in some cases lead to significant relationships. These findings position video games as a medium that supports both casual social interaction and deeper social bonds.

Entertainment Software Association’s 2025 Report

Entertainment Software Association’s 2025 Report

Influence of Games Beyond Play

According to the ESA report, video games influence broader cultural and recreational activities. A portion of players report discovering music, television, or movies through games, and many adult players who participate in real-life sports also play video game versions of those sports. A majority of those players believe that playing sports video games can improve real-life performance. This cross-media impact highlights the role of video games in shaping entertainment choices and leisure habits.

Entertainment Software Association’s 2025 Report

Entertainment Software Association’s 2025 Report

Families, Ratings, and Parental Controls

The report details parental engagement with content guidance and controls. Among parents whose children play video games, most are aware of and use ESRB ratings to guide game selection. The ESA frames these findings as evidence that parents maintain active oversight of children’s gaming experiences and have access to tools intended to support age-appropriate play.

Accessibility and Inclusion

Accessibility is a central theme in the report’s discussion of inclusion. Twenty-one percent of adult players report having a disability, and the report identifies common challenges faced by players with disabilities. In March 2025, the ESA launched an Accessible Games Initiative that introduces a tagging system to inform players about accessibility features available in games. The initiative is presented as a step toward clearer information for consumers and improved access to play for people with differing abilities.

Entertainment Software Association’s 2025 Report

Entertainment Software Association’s 2025 Report

Industry Scale and Economic Impact

The ESA report places the U.S. video games industry among the leading entertainment sectors by consumer spending. Total consumer spending in 2024 is reported at $59.3 billion, including $51.3 billion on content, $4.9 billion on hardware, and $3.2 billion on accessories. The report lists top-grossing titles across console, PC, and mobile platforms, illustrating both blockbuster releases and the continued commercial strength of mobile gaming. These figures contextualize the economic significance of video games within the broader entertainment economy.

Additional Research and Resources

The ESA highlights related research and resources, including a 2025 Veterans Survey that examines how video games support stress management, social connection, and wellbeing among veterans during and after service. The report also provides links to the full 2025 Essential Facts About the U.S. Video Games Industry and to past reports for longitudinal comparison.

Entertainment Software Association’s 2025 Report

Entertainment Software Association’s 2025 Report

Final Thoughts

The 2025 ESA report presents video games as a widely adopted form of entertainment that contributes to social connection, cognitive engagement, and economic activity in the United States. The data underscore cross-generational participation, the importance of accessibility information, parental involvement via ratings and controls, and the industry’s substantial consumer spending. Taken together, these findings portray an industry that continues to expand its cultural and economic footprint while addressing issues of inclusion and consumer information.

Eliza Crichton-Stuart author avatar

Eliza Crichton-Stuart

Head of Operations

Educational, Reports

updated

December 2nd 2025

posted

August 16th 2025

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