Games Have a Positive Impact on Life, 'Power of Play 2025' Report Released
게임은 삶에 긍정적이다, 21개국 조사한 보고서 발표
2025.10.16 17:46 UTC+9
AI Summary
A new global report reveals that gaming is a vital tool for stress relief and cognitive growth. Families are increasingly using games as a way to connect and improve their relationships. You can find the full data set on the official K-GAMES website today.

The Korea Association of Game Industry (K-GAMES) has officially unveiled the Power of Play 2025 report.
This comprehensive report is the result of a collaborative project led by the global market research firm AudienceNet, in partnership with associations including the Entertainment Software Association (ESA) in the US, along with various gaming bodies across Australia, Canada, and Europe.
The data was gathered from a survey of over 24,000 gamers aged 16 and older across 21 countries, including South Korea, Australia, Brazil, Canada, China, France, Germany, Japan, India, Italy, Mexico, Poland, Saudi Arabia, Spain, Sweden, the UK, and the USA.
According to the findings, gamers worldwide are increasingly viewing gaming not merely as a trivial pastime, but as a medium that delivers tangible positive impacts on their daily lives.
When asked why they play, the leading reasons were ▲for fun (66%), ▲stress relief (58%), and ▲keeping the mind sharp (45%). Regarding the emotional benefits, respondents highlighted ▲stress reduction (77%), ▲anxiety relief (64%), and ▲reduction in feelings of loneliness (64%) as significant outcomes.
Gamers also reported feeling improvements in their cognitive and social skills, citing gains in ▲creativity (77%), ▲problem-solving (76%), ▲collaboration (74%), ▲adaptability (72%), ▲critical thinking (71%), and ▲communication skills (67%). Furthermore, over half (54%) claimed that playing sports games actually helps improve their performance in real-world athletics.
Perhaps most heartening is the evidence that gaming serves as a bridge for intergenerational communication and family bonding. Some 55% of respondents agreed that "gaming has a positive impact on my relationship with my children," with 68% confirming they play games with their children at least once a month.
Cho Young-ki, Chairman of the association, remarked, "This report clearly demonstrates that gaming is more than just a diversion; it is a cultural asset that connects generations and reinforces emotional stability and social cohesion. We intend to continue our efforts to ensure these positive values are widely recognised within Korea."
The full report is available on the official Korea Association of Game Industry website for those interested in the deeper data.

한국게임산업협회(K-GAMES)는 2025 글로벌 게임 플레이 영향력 보고서(Power of Play 2025)를 공개했다.
이번 보고서는 글로벌 시장조사기관 오디언스넷(AudienceNet))이 조사하고, 협회를 비롯해 미국엔터테인먼트소프트웨어협회(ESA), 호주, 캐나다, 유럽 등 세계 각국 게임 협단체가 협력한 프로젝트다.
21개국(한국, 호주, 브라질, 캐나다, 중국, 프랑스, 독일, 일본, 인도, 이탈리아, 멕시코, 폴란드, 사우디아라비아, 스페인, 스웨덴, 영국, 미국) 16세 이상 게임 이용자 2만 4,000여 명을 대상으로 설문조사를 실시했다.
보고서에 따르면, 전 세계 게이머들은 게임을 단순한 오락이 아닌, 삶에 긍정적인 영향을 주는 매체로 인식하는 것으로 나타났다.
게임을 즐기는 주요 이유는 ▲재미를 위해(66%) ▲스트레스 해소(58%) ▲정신을 기민하게 유지하기 위해(45%) 등이 꼽혔다. 게임이 주는 정서적 효과에 대해서도 ▲스트레스 감소(77%) ▲불안 완화(64%) ▲외로움 감소(64%) 등이 높게 나타났다.
게이머들은 게임 이용을 통해 ▲창의력(77%) ▲문제 해결력(76%) ▲협동력(74%) ▲적응력(72%) ▲비판적 사고력(71%) ▲커뮤니케이션 능력(67%) 등의 향상을 체감한다고 답했다. 절반 이상(54%)은 스포츠 게임이 현실의 스포츠 실력 향상에도 도움을 준다고 응답했다.
특히 게임이 세대 간 소통과 가족 관계를 강화하는 데 기여하는 것으로 나타났다. 응답자 중 55%가 "게임이 자녀와의 관계에 긍정적 영향을 준다"고 답했으며, 68%는 "한 달에 한 번 이상 자녀와 함께 게임을 즐긴다"고 응답했다.
조영기 협회장은 "이번 보고서는 게임이 단순한 즐길거리를 넘어 세대를 잇고, 정서적 안정과 사회적 연결을 강화하는 문화 콘텐츠임을 보여준다"며 "국내에서도 게임의 긍정적 가치가 널리 확산될 수 있도록 다양한 노력을 이어가겠다"고 말했다.
전체 보고서는 한국게임산업협회 공식 홈페이지를 통해 확인할 수 있다.
This news was translated by AI.
Let's not lose our initial resolve. Meticulously, one by one. risell@gamemeca.com
READ MORE
-
MSI Desktop PCs Featuring RTX 50 Series Available with Up to 28% Discount on Gmarket
-
Nexon Begins Pre-registration for New Collectible RPG 'Higan: Eruthyll'
-
Com2uS Successfully Sponsors Seoul National University Student Venture Network's 38th Demo Day
-
The Finals APAC League Second Cycle, South Korea's 'Haibu' Claims Victory
RECOMMENDED NEWS
MOST POPULAR NEWS
- Mabinogi Eternity, Rebuilt with Unreal Engine 5, to Begin Testing This Autumn
- Monster Hunter meets Animal Crossing? New action game 'Monster Fantasy' revealed
- 90s Magical Girl Nostalgia: Astraea Oratio Character Reveal
- An Entire Fantasy RPG Packed In: Neverness to Everness Version 1.2 Promises Massive Content
- Zero Tolerance Policy: Nexon Announces Investigation Request for 'Mabinogi Mobile' Leaks
- Motel PC cafes are illegal, MCST and GRAC to strengthen crackdown on 'Gametels'
- Type-Moon's 'Tsukihime -A piece of blue glass moon-' Remake Korean Version to Launch on August 13
- Faker's 6th Championship Captured: T1 2025 Worlds Skin Revealed
- GTA 6 Standard Edition Priced at $80 Overseas, What About Korea?
- Netflix to Produce Live-Action Persona Series
MEDIA PARTNERSHIPS




