Digital gaming is a mainstream activity in Denmark, with 79% of the population having played a game in the past year.
See it on page 12Engagement is high across all age groups, ranging from 62% of those aged 55–79 to 74% of those aged 16–24 playing on a weekly basis.
See it on page 12Puzzle games are the most popular genre, preferred by 65% of respondents and yielding the highest relaxation scores among all game types.
See it on page 44Gaming is primarily a solitary, home-based activity, with 91% of participants playing at home.
See it on page 18Social gaming significantly boosts relational metrics, with scores rising from an overall average of 2.1 to 2.9 when parents play with their children.
See it on page 38Gamers report positive emotional outcomes, rating the activity as an effective break with an average relaxation score of 3.9 out of 5 and an immersion rating of 3.6.
See it on page 30Action and adventure games are specifically linked to increased empathy levels among players, highlighting the genre's role in fostering social and emotional connection.
See it on page 37The study evaluates how digital games shape everyday life in Denmark, measuring participation rates, motivations, and social outcomes among a representative sample of gamers. By linking behavioural data with self‑reported wellbeing, it argues that games have become a mainstream cultural activity that delivers measurable, though modest, emotional benefits while also fostering relational ties when played socially.
Among 1,172 respondents, 79 % reported playing a digital game within the past year, with weekly engagement ranging from 62 % of those aged 55‑79 to 74 % of 16‑24‑year‑olds. This high penetration underscores games as a routine leisure pursuit across age groups. Players rate gaming as an “active, rewarding break,” assigning an average relaxation score of 3.9 on a five‑point scale and an immersion rating of roughly 3.6, indicating that the activity is perceived as both soothing and engaging.
The majority of gaming occurs in solitary settings—91 % of participants play at home—and puzzle titles dominate preferences, attracting 65 % of respondents and achieving the highest relaxation scores. Nevertheless, social play, whether with friends, online strangers (12 % of gamers) or one’s own children (11 % of gamers), markedly elevates relational and community metrics; relational scores rise from an overall average of 2.1 to 2.9 for those who game with children, and empathy levels increase especially among action‑ and adventure‑game players. These findings suggest that shared gaming experiences amplify social connection, empathy, and cross‑generational bonding.
Overall, digital games in Denmark generate modest emotional gains while serving as a versatile tool for personal relaxation and, when played together, for strengthening social ties. The results highlight the dual role of games as both an individual stress‑relief mechanism and a catalyst for community cohesion within the Danish cultural context.