Updated Mar 17, 2026 by NIMBI – Danish Institute for Game Development
Digital gaming is a mainstream activity in Denmark, with 79% of the population having played a game in the past year.
Engagement 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.
Puzzle games are the most popular genre, preferred by 65% of respondents and yielding the highest relaxation scores among all game types.
Gaming is primarily a solitary, home-based activity, with 91% of participants playing at home.
Social gaming significantly boosts relational metrics, with scores rising from an overall average of 2.1 to 2.9 when parents play with their children.
Gamers 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.
Action and adventure games are specifically linked to increased empathy levels among players, highlighting the genre's role in fostering social and emotional connection.
Digital gaming is a mainstream activity in Denmark, with 79% of the population having played a game in the past year.
Engagement 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.
Puzzle games are the most popular genre, preferred by 65% of respondents and yielding the highest relaxation scores among all game types.
Gaming is primarily a solitary, home-based activity, with 91% of participants playing at home.
Social gaming significantly boosts relational metrics, with scores rising from an overall average of 2.1 to 2.9 when parents play with their children.
Gamers 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.
Action and adventure games are specifically linked to increased empathy levels among players, highlighting the genre's role in fostering social and emotional connection.