ESA: Global Video Games Report 2025
Research highlights pictures the average modern gamer & its preferences.
The report is based on a global AudienceNet study conducted in 2024–2025. It includes responses from 24,216 active players (those who play at least one hour per week) across 22 countries on six continents.
Each country had at least 1,000 respondents, with a representative sample of ages 16–65+.
Global Player Profile
The average age of a player worldwide is 41.
The largest age group is 25–44, accounting for 49% of all players. According to the survey, there are more gamers aged 45–54 (16%) than 16–24 (14%).
51% of players are male, 48% female, and 1% are non-binary or preferred not to disclose their gender.
People play games to have fun, to relieve stress and relax, and to stimulate their brains.
55% of players play on mobile devices, 21% on PC, 21% on consoles (including handheld), and 2% in VR.
Gender Preferences in Games
Females play more often on mobile devices (64% compared to 46% among men), while males prefer PC and consoles.
In terms of genres, women gravitate toward puzzle games (62% compared to 39% among men) and other casual genres. Men prefer action, fighting, shooters, and sports games.
But there is almost no difference between genders when it comes to motivations for playing.
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Age-Based Preferences
Players under 35 participate in online games more often and use voice chat more frequently.
Players over 55 lean toward single-player games and puzzles.
Respondents under 35 more often say that games help them feel less lonely, experience positive emotions, meet friends or partners, and stay connected with family and loved ones.
Benefits of Games
81% of players believe games stimulate the brain; 80% believe games help reduce stress; 78% believe games offer an equal environment for people with different abilities.
Players also say games help them feel better, cope with daily tasks more effectively, and handle life challenges.
Games and Social Connections
People most often play with friends from real life, children, and family members.
More than 30% of respondents play with their grandparents at least once a month. A few years ago, this would have been hard to imagine.
Players from almost all countries rated playing together as a positive experience. The only exception was South Korea, where the positive rating for offline co-play was 46%.
Games and Professional Development
Respondents believe that games develop creativity (77%), problem-solving skills (76%), teamwork abilities (74%), and cognitive skills (74%).
Half of the respondents worldwide said skills learned through games had a positive impact on their education and/or career. 43% said games directly improved their learning or career.
Interesting that positive attitudes toward games are higher in MENA countries. My hypothesis is that the global nature of the games industry provides a form of social mobility and a social elevator for many respondents from the region.
Some regional insights
Mobile devices are the dominant platform in most countries.
Puzzle games are the most popular genre almost everywhere.
Players in emerging markets (such as Nigeria, Egypt, India) report stronger emotional benefits from games, such as reduced anxiety and improved mood.
In Europe and North America, fewer players report playing online with friends or family compared to Brazil, Nigeria, Mexico, and China.
















