Video games function primarily as a mental health tool, with 71% of global gamers reporting that play reduces stress and 61% noting a reduction in anxiety.
Fun and enjoyment remain the primary drivers for gaming, cited by 69% of the 12,847 respondents, followed by passing time (63%) and stress relief (55%).
Social connectivity is a core component of the gaming experience, as 51% of players engage in online multiplayer weekly and 46% have formed meaningful personal relationships, including friendships and marriages, through games.
Gaming serves as a significant social bridge, with 46% of respondents using games to stay connected with friends and family and 43% reporting that gaming helped them develop deeper relationships.
The perception of gaming as an inclusive medium is high, with 75% of respondents agreeing that there is a game available for everyone.
The positive impact of gaming on emotional well-being is consistent across 12 countries, with 63% of gamers reporting that playing makes them feel happier and 52% stating it helps them navigate difficult life periods.
**Power of Play: Global Report 2023 – Executive Summary**
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### 1. Scope & Methodology | Item | Detail | |------|--------| | **Survey population** | ≈ 12,847 active (weekly) gamers, ages 16 +, from 12 countries (Australia, Brazil, Canada, France, Germany, Italy, Japan, Poland, South Korea, Spain, United Kingdom, United States). | | **Sampling** | Quota‑based, nationally‑representative panels (AudienceNet). Each country ≈ 1,000 + respondents. | | **Data collection** | Online questionnaire covering motivations, mental‑health impacts, social behaviours, and skill development. | | **Academic triangulation** | Findings cross‑checked against ~10 peer‑reviewed studies (see References, p. 12). |
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### 2. Why People Play (Top‑3 Reasons – Global)
| Rank | Reason | % of respondents (global) | |------|--------|----------------------------| | 1 | **Fun / enjoyment** | 69 % | | 2 | **Pass the time** | 63 % | | 3 | **Stress relief / relaxation** | 55 % |
*Country‑level nuances:* - “Fun” dominates in every market (≥ 78 % in most). - “Stress relief” is especially high in Australia (71 %) and Japan (73 %).
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### 3. Self‑Reported Mental‑Health Benefits
| Benefit | Global agreement (average) | Range across countries | |---------|----------------------------|------------------------| | **Reduces stress** | 71 % | 55 % – 87 % | | **Reduces anxiety** | 61 % | 48 % – 78 % | | **Reduces feelings of isolation/loneliness** | 55 % | 45 % – 73 % | | **Provides a healthy outlet for everyday challenges** | 64 % | 52 % – 76 % | | **Makes me feel happier** | 63 % | 45 % – 83 % | | **Helps me get through difficult times** | 52 % | 33 % – 71 % |
> **Interpretation:** More than two‑thirds of gamers perceive video games as a stress‑relief tool, and roughly half feel less isolated because of gaming.
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### 4. Social & Relational Outcomes
| Metric | Global % (approx.) | |--------|-------------------| | **Play with others online (≥ weekly)** | 51 % | | **Play with others in‑person (≥ weekly)** | 38 % | | **Met a good friend, spouse, or significant other through games** | 46 % | | **Games helped develop deeper relationships** | 43 % | | **Games helped stay connected to friends/family** | 46 % | | **Games created lasting memories** | 50 % | | **Believe there is a game for everyone** | 75 % |
> **Key insight:** Multiplayer and social features are central; almost half of respondents have formed meaningful offline relationships via gaming