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World of Software > News > Video games unite 5 to 90-year-olds in the game and the goal
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Video games unite 5 to 90-year-olds in the game and the goal

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Last updated: 2025/06/07 at 9:17 AM
News Room Published 7 June 2025
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(Fox40.com) – The Entertainment Software Association has released its annual essential facts on the American Gaming report report on Tuesday.
• Video above: the most popular video games of all time

Although video games remain more popular about generation of Alpha, with 83% of the age group that plays video games every day, the new report showed that this year showed that the favorite pastime of America is not only child’s play, according to ESA functionaries.

Officials stated that 60% of adults play video games every week, and the average age of today’s players is now 36 years old, who play an average of 18 years.

The report this year also investigates preferences, behaviors and attitudes with players of all ages that playing video games is a great way to relax, to have fun, to keep their minds sharp and stay connected, the ESA spokesperson said in a press release.

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“Video games are a powerful cultural power because of their widespread attraction in every demography as a fun and affordable way to spend time,” said ESA president and CEO Stanley Pierre-Louis. “With almost two -thirds of the Americans who play regularly, it is important to acknowledge that the most beloved form of entertainment of the nation also offers mental stimulation, stress lighting and a meaningful social connection that extends much further than the moment of playing.”

The highlights from the Essential Facts Report 2025 include:

Players representing every demography, according to the Entertainment Software Rating Board.

  • Almost two -thirds of the Americans, 5 to 90 years, or around 205.1 million people who regularly play video games.

  • The distribution between men and women who play is about the same, with 47% women and 52% men. For older generations, however, women play more than men: 52% of the Boomer women play video games, compared to 46% of the Boomer men.

Older generations play video games, with mental stimulation seen as a primary advantage, ESRB said.

  • More than half of generation X plays video games every week, with 49% of boomers and 36% of the quiet generation that jumps in pleasure.

  • The main reasons that Boomers and the Silent Generation play are to keep their minds sharp (65%) and to pass or relax the time (77%). They prefer puzzle (73%) and skills and coincidence (55%) games.

ESRB stated that some claim that video games are fun and support mental, social and emotional health.

  • American adult English and non-gamers agree that video games bring people joy (84%), offering mental stimulation and stress lighting (81%), accessible experiences (79%), helping to improve cognitive skills (77%), bringing people together (76%) and are educational (70%).

  • People also believe that video games problem solving (78%), teamwork and cooperation (69%), adaptability and resilience (60%), Steam (57%) and communication (53%) can learn skills for gamers.

According to ESRB figures, video games bring families together.

  • After the children have been put asleep, parents play video games earlier. 70% of the parents play video games compared to 60% of all adults.

  • 82% of parents who play video games play with their children, with 52% playing with their children at least every week.

  • The top three reasons why parents play with their children are that it is fun for all of us (61%), a good opportunity to socialize with the children (55%) and a great way for the family to spend time together (55%).

According to ESRB, parents keep control and prefer video games to their children.

  • 78% of the parents whose children play video games regularly use ESRB assessments (source: Entertainment Software Rating Board (ESRB)).

  • 86% use at least one parental supervision of their children’s devices to manage their play.

  • 70% of all parents say they prefer to spend their children playing video games instead of on social media.

ESRB officials stated that video games are a valuable way to build and maintain social connections.

  • About 55% of all players from 8 to 90 years of age play video games with others every week, and 72% have ever played video games with others.

  • About 78% of all players believe that video games can introduce them to new friends and relationships. Generation Z stated that this is the strongest (89%), while the majority of boomers and the silent generation (60%) agree on it.

  • Generation Z (70%) and Millennials (61%) met people through video games that they would otherwise not have met. They also say that they have met a good friend or significant others via video games (63% generation Z, 49% Millennials).

  • 79% of Generation Alpha and Generation Z play with their friends, and 55% of Generation Alpha play with their parents.

Video games transcend entertainment categories and influence the practice of the real sport, ESRB said. The report showed:

  • Younger generations find a better chance of finding other forms of entertainment via video games, in which Generation Z and Millennials reported that they discovered new songs (39% and 30% respectively) and new TV shows and films (28% and 24% respectively) because of a game they played.

  • 56% of adult players who play real-life sports play a video version of the sport, with 87% of those who believe it improves their real performance.

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ORSB said video games are an accessible outlet for pleasure, entertainment and connection for players with disabilities. The report turned out:

  • About one in five or about 21%, adult players who have a disability report.

  • More than half of the players with a disability, about 56%, think that video games are very accessible, and almost half (49%) assessed the overall accessibility of video games to be important.

  • Of those who rated the accessibility of video games as extremely important, they assessed an adjustable text size (50%), adjustable difficulty levels (39%), camera comfort (35%) and subtitles (35%) to be the most important functions in games.

Copyright 2025 Nexstar Media, Inc. All rights reserved. This material may not be published, broadcasted, rewritten or re -distributed.

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