Power of Play: Global Report 2023 – Executive Summary
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). |
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 %).
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.
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