The Eertainme Software Association, or ESA briefly, has announced in a new report that almost half of the world’s gamers are women.
The Power of Play 2025 report has been produced in collaboration with business associations on six coines, including UKIE, Video Games Europe, and Iernational Games and Eertainme Association in Australia and New Zealand. This is the second time that such a report has been published and includes the results of a survey of 5 active players over the age of 5 in 5 differe couries. The data is compiled by Audiencennet.
A closer look at the gender relative of players around the world, Stanley Pierre-Louis, preside of the American Eertainme Software Association, said:
In 5 couries, the number of female players is higher than men and in the other two couries there are 1: 2.
These include Brazil (2 % of women against 2 perce male) and South Africa (2 perce of women against 2 perce).
Pierre Lewis explains:
While mobile phones are the most popular tool for women and 5 % use it, almost half of men play their mobile games, and this device is the most used for them, so the distance is not much.

Overall, mobile is the most popular platform for players in the world, and 5 % of people prefer to play on mobile. While 5 % of participas prefer to play on computers, laptops, consoles, or handheld devices. When the Eertainme Software Association released the first Power of Play report in Year 2, only 5 couries were prese in the statistical sample. Piier Lewis emphasizes that the increase in the number of couries was necessary to tell a more accurate and complete story than the status of gamers in the world. She says:
When we decided to do a global poll again this year, we pledged to engage more couries to hear the voice of each coine. We collaborated with Adinns to choose more couries and get a more realistic image of the world, without excessive cost or time of the project.
In the following, the report shows that “fun and fun” with 5 % of the most importa reason for playing games is. Subsequely, “stress reduction” with 2 % and “mind stimulation” with 2 % are next. In another part of the report, players have poied to skills that they believe they have progressed by playing. “Creativity Increase” tops 5 %, then “problem solving” with 2 % and “teamwork and cooperation” with 2 % are next. The Eertainme Software Association also says that skills such as “flexibility, critical thinking and communication skills” have also been highly positioned among respondes.
Half players around the world stated that playing directly has made them progress in professional or academic fields through technical or behavioral skills. Less than half also said that games have affected their career or educational path. Overall, Pierre Lewis hopes that the report shows that video games have an impact beyond eertainme. She says:
Games bring families closer to differe generations, doctors use related games and technologies for treatme and rehabilitation, and the creative works and technologies of the industry have influenced almost all other industries from eertainme to retail, sports and fashion. I hope this report will destroy some of the old and inaccurate stereotypes about who they are playing and attract the many atteion of the games. Finally, we wa people to remember that billions of people around the world play video games, and although they play on devices and differe games, everyone can enjoy the benefits of the game because games are a good thing.
Source: Gameindustry.biz








