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NEW YORK DAWN™ > Blog > Technology > Gaming’s demographic attain: 36% of individuals ages 80 to 90 play video video games | ESA
Gaming’s demographic attain: 36% of individuals ages 80 to 90 play video video games | ESA
Technology

Gaming’s demographic attain: 36% of individuals ages 80 to 90 play video video games | ESA

Last updated: June 3, 2025 1:31 pm
Editorial Board Published June 3, 2025
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Yearly, the Leisure Software program Affiliation (ESA) releases information that impresses us, with 64% of the U.S. inhabitants taking part in video games — or 205.1 million players, up from 61%, or 196 million, a 12 months in the past.

However the demographic attain of video games is much more loopy, as 36% of the Silent Era (ages 80 to 90) is now taking part in video video games weekly.

That’s among the newest information within the annual report, Important Info In regards to the U.S. Video Recreation Business, from the ESA, which is the sport business’s commerce group.

It’s a gaming nation.

Whereas video video games stay wildly fashionable amongst Era Alpha (ages 5 to 12), with 83% taking part in videogames weekly, the 2025 report reveals that America’s favourite pastime isn’t simply baby’s play, stated Stanley Pierre-Louis, CEO of the ESA, in an interview with GamesBeat.

“This year’s results provided a lot of great insights, as well as a few surprises in terms of the demographics,” Pierre-Louis stated. “Nearly two thirds of Americans, ages five to 90, are playing video games. About 205 million Americans. And the gender split is roughly, you know, 50-50 between men and women. 47% women, 52% men. And that just shows that the continued staying power of video games in every demographic group.”

The surprises?

esa essential 3Who performs video games?

“If you look at the overall pie, 23% of those playing are under 18, but 28% of those playing are 50 years old and older. So you’ve got a much larger population of 50-year-old-plus players than you have under 18, which just speaks to the state of games for players throughout their lives, but also those who pick it up later in life and continue to play.”

He added, “If you look at generation alpha — ages five to 12 today — they have the highest percentage of players of those in that category who play, about 83%. But as you go up in range, you just have more people at high numbers. I thought it was interesting to see that nearly half of boomers are playing video games, but that women in the boomer generation are playing more than men, 52% to 46%.”

And he stated, “And then in the Silent Generation, those 80 to 90, 36% of them are playing, which is up 6% from last year. So we saw growth occurring in that group over the past five to 10 years.”

The numbers and the tendencies

esa essential 2Highlights of sport information.

As famous, about 60% of adults (ages 18 and up) play video video games each week and the typical age of as we speak’s participant is now 36 years previous. Individuals proceed to play video games as they age, with practically half of Boomers (ages 61 to 79) and 36% of the Silent Era (ages 80-90) taking part in video video games weekly.

This 12 months’s report additionally explores preferences, behaviors and attitudes, with gamers of all ages saying video video games are an effective way to chill out, have enjoyable, hold their minds sharp and keep related.

“Video games are a powerful cultural force that have a universal appeal across every demographic due to their widespread appeal as a fun and beneficial way to spend time,” stated Pierre-Louis. “With nearly two-thirds of Americans regularly playing, it’s important to recognize that the nation’s most beloved form of entertainment also provides mental stimulation, stress relief and meaningful social connection that extends well beyond the moment of play.”

Gaming’s contradictions?

The demographic spread of gaming is impressive.The demographic unfold of gaming is spectacular.

I requested whether or not there have been some contradictions. The sport business has continued its inexorable demographic progress with so many generations taking part in video games. However the sport business has had ups and downs with just a few tough years.

“If you look since COVID, it’s really risen dramatically each year and and I would say we’re getting some more notable players, particularly in that Boomer range,” Pierre-Louis stated.

He famous that the most recent pope, Robert Francis Prevost, now Pope Leo the 14th, is a gamer.

“No one had that on their bingo card, but it just shows the range of games and and how people engage, both to get a reprieve from everyday life, but also to stay connected with friends and family,” he stated. “I think those were some of the fun early insights we got in the data, and then obviously a lot more information about parents who play and how they engage with their kids. And when we looked at the data early on, we’re just seeing how many people in the older age categories are playing at an increasing rate each year.”

Highlights from the 2025 Important Info Report

esa essential 6Who identifies as players?

Gamers characterize each demographic.

Practically two-thirds of Individuals ages 5 to 90 (205.1 million) usually play video video games.

The common participant is 36 years previous and, on common, has been taking part in for 18 years.

The break up between women and men who play is about equal, with 47% ladies and 52% males. Nonetheless, for older generations, ladies play greater than males: 52% of Boomer ladies play video video games, in comparison with 46% of Boomer males.

Older generations are taking part in video video games, with psychological stimulation seen as a major profit.

esa essentail 9Older players play for psychological stimulation and extra.

Greater than half of Era X play video video games each week, with 49% of Boomers and 36% of the Silent Era additionally becoming a member of the enjoyable.

The highest causes Boomers and the Silent Era play are to maintain their minds sharp (65%) and to move the time or chill out (77%). They like puzzle (73%) and ability and probability (55%) video games. Video video games are enjoyable and help psychological, social and emotional well being.

U.S. adults (players and non-gamers) agree that video video games deliver folks pleasure (84%), present psychological stimulation and stress aid (81%), present accessible experiences (79%), assist enhance cognitive abilities (77%), deliver folks collectively (76%) and are instructional (70%).

Additionally they consider that video video games can educate problem-solving (78%), teamwork and collaboration (69%), adaptability and resilience (60%), and STEAM (57%) and communication (53%) abilities.

Video video games deliver households collectively.

esa essential 14Dad and mom wish to bond with children by means of video games.

Dad and mom usually tend to play video video games – 70% of oldsters play video video games, in comparison with 60% of all adults.

82% of oldsters who play video video games play with their children, with 52% taking part in with their children a minimum of weekly.

The highest three causes dad and mom play with their kids are as a result of it’s enjoyable for all of us (61%), an excellent alternative to socialize with my baby(ren) (55%) and an effective way for the household to spend time collectively (55%).

Dad and mom like being in management and like video video games to social media for his or her children.

78% of oldsters whose kids play video video games usually use ESRB rankings (Supply: Leisure Software program Ranking Board (ESRB)).

86% use a minimum of one parental management setting on their children’ units to handle their play (Supply: ESRB).

70% of all dad and mom say they like that their kids spend time taking part in video gamesthan on social media.Video video games are a useful solution to construct and keep social connections.

esa essential 11Avid gamers wish to be social.

55% of all gamers (ages 8 to 90) play video video games with others weekly and 72% haveever performed video video games with others.

78% of all gamers consider video video games can introduce them to new mates andrelationships. Era Z feels it probably the most strongly (89%), whereas the bulk ofBoomers and the Silent Era (60%) agree.

Era Z (70%) and Millennials (61%) have met folks by means of video video games they’d not in any other case have met. Additionally they say they met an excellent pal or important different by means of video video games (63% Era Z, 49% Millennials).

79% of Era Alpha and Era Z play with their mates, and 55% of Era Alpha performs with their dad and mom.

Video video games transcend leisure classes and affect real-life sports activities efficiency.

Stanley Pierre-Louis, CEO of the ESA. Stanley Pierre-Louis, CEO of the ESA.

Youthful generations usually tend to discover different types of leisure by means of video video games, with Era Z and Millennials reporting they found new songs (39% and 30% respectively) and new TV exhibits/films (28% and 24% respectively) due to a sport they performed.

56% of grownup gamers who play real-life sports activities play a online game model of the game, with 87% of them believing it improves their real-life efficiency.

Video video games are an accessible outlet for enjoyable, leisure and connection for gamers with disabilities.

Roughly one-in-five grownup gamers report having a incapacity (21%).

Greater than half of gamers with disabilities assume video video games are very accessible (56%), and near half (49%) rated total accessibility of video video games to be extraordinarily/essential.

Of those that rated accessibility of video video games to be extraordinarily/essential, theyrated adjustable textual content dimension (50%), adjustable issue ranges (39%), digicam consolation (35%)and subtitles (35%) to be a very powerful options in video games.

The explanation why we play

People love playing games to solve problems.Individuals love taking part in video games to resolve issues.

Pierre-Louis stated that extra persons are taking part in earlier of their lives, and online game play is a part of who they’re, as a pastime, as self expression, as a communication device, as a solution to join with family and friends.

“So it’s becoming commonplace. It has been commonplace for some time, but we’re recognizing it as a common occurrence more and more. But seeing how people maintain that passion for games and finding different games that meet their needs as they play through different stages of their lives has been important,” Pierre-Louis stated. “That speaks to the growth of game development, the growth of scope of kinds of games that people are playing, and how games fit into your lives in a different way as you age into different categories, you know, depending on the amount of time you have or the kind of interest you have as you develop as a player. So it’s exciting.”

After all, the pandemic modified a number of the explanations we performed, and the post-pandemic trough meant folks needed to return outdoors.

“Obviously, during the COVID cycle, there was a spike in video game play as people stayed home and were looking for outlets and for ways to stay connected. And so since COVID, both in terms of player engagement and revenue, there’s been an adjustment to what the trend would have been,” Pierre-Louis stated. “But if you take out COVID and follow the trend lines, which are in the report, you will see that it is generally upward moving, and it’s been exponential in several years, but it continues to trend in the right direction.”

The explanation folks play video games adjustments over time. Some wish to take care of loneliness and grow to be extra social. Some wish to chill out. Some wish to escape. Some need psychological stimulation or psychological well being aid. Youthful folks wish to be extra aggressive. Dad and mom wish to bond with their kids.

“In different phases, the rationale changes, but we are beginning to see if you trended over years. There are certain categories of anticipation or behavioral expectations from players, and they might shift depending on the the stage each player might be going through in life,” he stated. “Play is great for emotional development and emotional well being. Play is great for relaxation and stimulation. It’s great to release anxiety. And in fact, there are, you know, scientific studies that others do that point to the fact that 10 to 15 year olds who play games are just less stressed because it’s a great outlet.”

Causes for progress

esa essential 8Avid gamers wish to escape and be immersed in worlds.

The half about psychological stimulation issues as 56% of adults who play real-life sports activities play a online game model of that sport. And 87% of them consider it improves their real-life efficiency. In that method, video games are seen as helpful simulations.

One of many issues that’s possible serving to video games develop is the recognition of video games as fodder for films and TV exhibits, which attain wider audiences of people that weren’t conscious of video games earlier than.

“Seeing the continued growth of the video game audience is exciting. Seeing how older generations are playing games serves as another example of why so much of the misconceptions around games shouldn’t exist,” Pierre-Louis stated. “In other words, the data we see this year continues to dispel myths and stereotypes about who plays games. The truth is, everyone’s playing, and there’s a game for everyone, and games form different parts of our lives and mean different things in our lives, at different stages of our lives, and that’s what this year’s data points to.”

When it comes to the content material, some gamers are taking part in previous video games. Pierre-Louis famous the parallel to TV, the place Pals continues to be a highly regarded streaming present.

“Well made content wears well through any generation in any era, and one of the reasons people continue to love some of the games that that have been out for a while is that they were really well made games,” Pierre-Louis stated. “They told a great story. The visuals were compelling, and the ability to play with others and connect may have enhanced that experience. So I think it’s a win win.”

Methodology

YouGov did the report. the corporate is a worldwide analysis, information, and analytics group. Its information stems from a singular panel of 29+ million registered members throughout 55 international locations, encapsulating some 18 million buying journeys and tens of millions of interconnected information factors.

YouGov and ESA performed a 20-minute on-line survey within the U.S. from February 11-25 amongst 5,000 complete respondents recruited from YouGov’s proprietary on-line panel. Knowledge is weighted to be consultant of the general U.S. inhabitants when it comes to age, gender, ethnicity, training, census area, and the distribution of video players who spend a minimum of one hour/week taking part in video video games on a smartphone, pill, PC, console, or VR headset versus non-gamers.

“We conduct our survey to understand more about consumer demographics, attitudes and behaviors surrounding video games, and we call it the essential facts about video games, and we find it very useful for the industry and for policymakers and for the general public to understand what’s happening,” Pierre-Louis stated.

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