ESA report suggests gaming reduces stress and anxiety worldwide

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THE Entertainment Software Association (ESA) published A report This week retailer THE benefits players report around THE world. THE Power of Play 2023 Global Report collects results Since global investigations as GOOD as several academic studies has detail THE positive benefits has players around THE world. THE reports results to show that players almost universally find game has to have positive effects on their life, including reduce stress, assistant with feelings of isolation And portion them to have fun.

More that half of THE players report that Games to have help them through difficult times In their lives, as GOOD as provide them with A exit For every day challenges. While there are a few variants through Regions, This remains consistent through most of them. Players Also report having won several SKILLS while playing, including improved problem solving And communication skills.

Stanley Pierre-Louis, THE ESA president And CEO, said In A statement, "THE Power of Play report asserts worldwide What We Already knew has be TRUE In THE United States: video Games to have THE power has transcend entertainment. THE social And emotional benefits of video gameplay are felt by A global, miscellaneous band of players that build communities And to have THE power has affect positive change In each others Lives. »

THE the biggest part of THE report was about THE effects Games can to have on mental health — socialization In particular. Despite THE number of respondents WHO say they play mostly by themselves (87%), A almost also big number (67%) believe that Games can be A vehicle For players meeting And manufacturing Connections with each other. 42% of respondents report having encounter A significant other Or spouse In Games, And 46% report that Games help them stay connected with their friends And family. A of THE studies quoted by THE Power of Play report watch that Animal Crossing: New Horizons was particular effective has This during THE COVID-19 pandemic.

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Through THE advice, players reported that game was A exit has help them feel less stress — THE only interrogates Regions Or This was not THE primary quoted mental health benefits were Poland And South Korea (those Regions claims that THE human connection element was THE primary advantage). THE answers about game as A exit were A little more varied: 63% of players said that Games TO DO them happier while 64% say they provide A in good health exit Since every day life, And which mattered more varied by region.

Other results collection In THE report suggest that This East A advantage through several age groups, Since children aged 10-15 — WHO report that even A little minutes of playing A game reduced their stress levels — has adults aged 55+. They Also suggest that game can be A vector For learning new SKILLS And cognitive performance. Players interrogates For THE report say that Games to have help their creativity, science, technology And culture awareness.

GamesBeat's creed When covering THE game industry East "Or passion meets business." What do This mean? We to want has say You how THE news imported has You -- not just as A decision maker has A game studio, but Also as A fan of Games. If You read OUR articles, listen has OUR podcasts, Or watch OUR videos, GamesBeat will help You learn about THE industry And appreciate engaging with he. Discover OUR Briefings.

ESA report suggests gaming reduces stress and anxiety worldwide

GamesBeat Following unit game industry leaders For exceptional content, networking, And negotiation opportunities. Join We on October 23-24 In San Francis. Register Now

THE Entertainment Software Association (ESA) published A report This week retailer THE benefits players report around THE world. THE Power of Play 2023 Global Report collects results Since global investigations as GOOD as several academic studies has detail THE positive benefits has players around THE world. THE reports results to show that players almost universally find game has to have positive effects on their life, including reduce stress, assistant with feelings of isolation And portion them to have fun.

More that half of THE players report that Games to have help them through difficult times In their lives, as GOOD as provide them with A exit For every day challenges. While there are a few variants through Regions, This remains consistent through most of them. Players Also report having won several SKILLS while playing, including improved problem solving And communication skills.

Stanley Pierre-Louis, THE ESA president And CEO, said In A statement, "THE Power of Play report asserts worldwide What We Already knew has be TRUE In THE United States: video Games to have THE power has transcend entertainment. THE social And emotional benefits of video gameplay are felt by A global, miscellaneous band of players that build communities And to have THE power has affect positive change In each others Lives. »

THE the biggest part of THE report was about THE effects Games can to have on mental health — socialization In particular. Despite THE number of respondents WHO say they play mostly by themselves (87%), A almost also big number (67%) believe that Games can be A vehicle For players meeting And manufacturing Connections with each other. 42% of respondents report having encounter A significant other Or spouse In Games, And 46% report that Games help them stay connected with their friends And family. A of THE studies quoted by THE Power of Play report watch that Animal Crossing: New Horizons was particular effective has This during THE COVID-19 pandemic.

Event

GamesBeat Following 2023

Join THE GamesBeat community In San Francis This October 23-24. You go hear Since THE the brightest spirits In THE game industry on last developments And their take on THE future of Thu.

Learn More

Through THE advice, players reported that game was A exit has help them feel less stress — THE only interrogates Regions Or This was not THE primary quoted mental health benefits were Poland And South Korea (those Regions claims that THE human connection element was THE primary advantage). THE answers about game as A exit were A little more varied: 63% of players said that Games TO DO them happier while 64% say they provide A in good health exit Since every day life, And which mattered more varied by region.

Other results collection In THE report suggest that This East A advantage through several age groups, Since children aged 10-15 — WHO report that even A little minutes of playing A game reduced their stress levels — has adults aged 55+. They Also suggest that game can be A vector For learning new SKILLS And cognitive performance. Players interrogates For THE report say that Games to have help their creativity, science, technology And culture awareness.

GamesBeat's creed When covering THE game industry East "Or passion meets business." What do This mean? We to want has say You how THE news imported has You -- not just as A decision maker has A game studio, but Also as A fan of Games. If You read OUR articles, listen has OUR podcasts, Or watch OUR videos, GamesBeat will help You learn about THE industry And appreciate engaging with he. Discover OUR Briefings.

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