ESA Report: Gaming Transforms from Entertainment to Essential Tool for Wellness and Skill-Building

October 12, 2025
ESA Report: Gaming Transforms from Entertainment to Essential Tool for Wellness and Skill-Building
  • Players are increasingly using games intentionally for specific goals such as stress relief, mental stimulation, and social bonding, recognizing substantial mental health benefits.

  • The ESA's 2025 Global Power of Play report reveals a major shift in how video games are viewed, evolving from mere entertainment to vital tools for personal wellness, skill-building, and social connection.

  • Gaming is now recognized as a mainstream activity that promotes mental health, education, and economic growth, helping to destigmatize its role in society.

  • The report highlights gaming as a powerful cultural and social force that fosters creativity, learning, and community, especially through its contributions to mental well-being and social engagement.

  • Gaming is widely normalized among adults, with the average gamer age at 41, and nearly equal gender representation, primarily on accessible mobile devices, making it a common daily activity.

  • Popular genres include action and puzzle games, and most players engage with gaming as a regular part of their lives, emphasizing its role as an everyday activity.

  • Family engagement in gaming is significant, with over half of players worldwide noting positive impacts on family relationships, and many parents actively playing with their children.

  • A majority of gamers report that gaming helps reduce stress (77%) and anxiety (70%), while about 64% feel it fosters social connection and alleviates loneliness.

  • Online gaming serves as an essential social space, especially for younger adults aged 16-35, helping to combat feelings of isolation and strengthen family ties.

  • Gaming is also linked to skill development, with 77% of players citing improvements in creativity, problem-solving, teamwork, and adaptability, which support educational and career growth.

  • Furthermore, many players see gaming as a productive activity that enhances real-world skills and supports their professional and educational development.

  • The report forecasts continued growth in therapeutic gaming and its deeper integration into educational settings and senior care to address mental health and cognitive decline.

Summary based on 2 sources


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