Marrakech – The 2025 Global Power of Play report, done by Entertainment Software Association (ESA) was compiled in partnership with trade associations across six continents, including UKIE, Video Ga

mes Europe, and the International Games and Entertainment Association (IGEA) in Australia and New Zealand.

Now in its second edition, the study surveyed 24,216 active weekly players over the age of 16 across 21 countries, with data collected by global consumer research firm AudienceNet.

Looking at the gender ratio more closely, ESA president Stanley Pierre-Louis told GamesIndustry.biz that “there are more women players than men players in 10 of the 21 countries, and two more countries have a 50/50 split.”

Among those countries, Brazil reported 57% women players to 43% men, while South Africa recorded 58% women to 41% men.

“While mobile is the runaway preferred device for women (64% play on mobile), nearly half of men play games on mobile devices and it’s their most used device as well – so the gap isn’t as wide as people would suspect,” said Pierre-Louis.

Overall, mobile remains the preferred gaming device at 55%, while 21% of respondents also favored PC, laptop, console, or handheld platforms.

When the ESA conducted its first Global Power of Play report in 2023, the sample included just 12 countries. Pierre-Louis emphasized the importance of expanding the study to ensure it tells “an accurate and complete story” of global gamers.

“When we decided to do another global survey this year, we were committed to having more countries involved and voices from every continent,” he explained. “We worked with AudienceNet to identify additional countries to capture more of the world’s population and to feel like ‘global’ was more accurate than our first report in 2023 without being cost and time prohibitive.”

Motivations behind gaming

The report also highlights the motivations behind gaming. “Having fun” was cited as the top reason for playing at 66%, followed by stress relief (58%) and mental stimulation (45%).

In terms of skills, 77% of players said gaming improves creativity, 76% pointed to problem-solving abilities, and 74% mentioned teamwork and collaboration. The ESA also noted high rankings for “adaptability, critical thinking, and communication skills.”

Elsewhere, half of global players said gaming has directly enhanced their professional or educational experiences through technical or behavioral skills, while just under half said it has influenced their career or educational paths.

Pierre-Louis hopes the findings highlight the “positive influence of games beyond entertainment.”

“Gameplay brings families together across generations, doctors use games and game technologies for treatment and therapies, and the industry’s creative works and technologies influence nearly every single industry, from entertainment to retail, and sports to fashion,” he said.

“I hope that this report dispels some outdated and unfortunate stereotypes about who plays games and casts a bright light on the enormous benefits available to players.”

He concluded, “Ultimately, we want people to remember that billions of people around the world play video games and, while they play different games and on different devices, everyone can experience the benefits of play because games are good.”