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Research

Gaming and Mental Health: The 2026 Statistics

Dimas Ibnu Profile10 min read
Gaming and Mental Health: The 2026 Statistics

With more than half the planet now playing video games, the relationship between gaming and mental health has become one of the most-cited and most-contested topics in the games industry. The 2026 evidence base is far richer and more nuanced than the old “games are bad for you” narrative, pointing to real wellbeing benefits for most players alongside genuine risks for a small minority. This page compiles the latest verified figures for journalists, researchers and editors. Free to use with a link back to ShaneTheGamer as the source.

Key Takeaways for Journalists

  • ~3.58 billion people play games in 2025, meaning the mental-health conversation now touches a majority of humanity, according to Newzoo.
  • 77% of players globally say gaming reduces stress, per the ESA-led Power of Play survey.
  • 72% of players experience a mood uplift during play, based on Oxford Internet Institute modelling of real gameplay data.
  • Perceived value, not hours, predicts wellbeing — Oxford found playtime had negligible correlation with casual adult gamers’ mental health.
  • Gaming disorder affects roughly 2-3% of players globally, once methodology is tightened, per pooled meta-analyses.
  • ~12% of adolescents are “at risk” of problematic gaming, with boys (16%) far ahead of girls (7%), per WHO HBSC survey data.
  • About half of games-industry workers report burnout, and layoffs continue to hammer developer mental health.
  • 73% of children improved attention on EndeavorRx, the FDA-authorised prescription video game for ADHD.
  • 60% of US teens say gaming has neither helped nor harmed their mental health, underscoring that effects are context-dependent, per APA reporting.
  • 13 distinct pathways now describe how games can influence mental health: for better and worse, per a 2025 Oxford framework.

The Scale: How Many People Gaming Actually Reaches

Understanding mental-health impact starts with scale. According to Newzoo’s 2025 Global Games Market Report, the total number of global players is projected to reach 3.578 billion in 2025, representing 61.5 percent of the world’s population and an increase of 4.4 percent compared to 2024. That figure is what makes gaming a genuine public-health-scale variable rather than a niche pastime.

Newzoo splits the audience by platform: 3 billion mobile players, 936 million PC players and 645 million console players. Growth is levelling off rather than exploding, the global games market is expected to reach $206.5 billion by 2028, with player numbers reaching nearly four billion worldwide.

So many people play now that even a small percentage experiencing harm adds up to tens of millions of individuals. At the same time, the majority-reported benefits scale the same way. Both things are true at once, and that’s the part responsible reporting has to hold onto. Birches Health summed up the scale: an estimated 3.4 billion individuals engaged in video gaming over the past six months as reported by Newzoo. That’s a big enough base that risk and benefit both matter, not one at the expense of the other.

Global Players by Platform, 2025 (millions)Mobile 2,985PC 936Console 64502,0003,000
Source: Newzoo Global Games Market Report, 2025.

The Positive Case: Stress Relief, Mood and Social Connection

The largest attitudinal dataset comes from the ESA-led Power of Play survey. Globally, 77 per cent report stress reduction, 70 per cent lower anxiety and 64 per cent credit games with easing loneliness. In Europe specifically, 72 per cent of Europeans say gaming helps them feel less stressed, while 56 per cent say it reduces loneliness.

Beyond self-report, behavioural research from the Oxford Internet Institute has tracked mood during actual play. An OII study of the game PowerWash Simulator looked at player data from 67,328 gaming sessions from 8,695 players in 39 countries, finding the average player reported a more positive mood during play than at the start of each session, and predicting 72% of players experience this uplift.

Players also link gaming to skills that support resilience and connection. Per Power of Play, players worldwide associate gaming with improvements in creativity (77 per cent), problem-solving (76 per cent) and teamwork (74 per cent). Among younger players, the APA reported that nearly half (47%) say they met a friend online because of a video game they both play, while 47% say it has helped their real-world friendships.

Perhaps the most policy-relevant 2025 finding reframed the whole “screen time” debate. Oxford researchers found that the number of hours spent playing Nintendo games did not significantly affect adults’ mental well-being, life satisfaction, emotional state, or depressive symptoms, with negligible correlations between the amount of time spent playing and reported well-being in casual adult gamers. The study was unusually robust, drawing on anonymized data from 703 casual adult Nintendo Switch players across 150 games, totalling over 140,000 hours of play.

Players Reporting Wellbeing Benefits (% global)05010077Stress-70Anxiety-64Loneliness-77Creativity+76Problem-solve
Source: ESA Power of Play global survey, 2025.

The Risks: Gaming Disorder and Problematic Use

Gaming disorder is recognised in the WHO’s ICD-11, and Internet Gaming Disorder (IGD) sits in the DSM-5-TR as a condition for further study. Prevalence estimates vary widely by method. A frequently cited meta-analysis of 61 studies across 29 countries found that the overall pooled prevalence of gaming disorder was 3.3% (8.5% in males and 3.5% in females), but by selecting only representative-sample studies the estimate fell to 2.4%, and the adjusted estimate using the trim-and-fill method was 1.4%.

A 2025 systematic review focused on young adults, covering 96 analytical samples from 93 studies published 2015-2025, comprising 149,601 participants aged 18-35, found that the pooled prevalence of IGD was 6.1%, and prevalence was significantly higher in gamer-only samples (8.1%) compared to mixed samples including gamers and non-gamers (5.47%). The gap between gamer-only and general-population samples is a key caveat journalists should flag.

Adolescents show elevated risk. Drawing on the WHO’s Health Behaviour in School-aged Children survey, approximately 12 percent of adolescents globally are at risk of problematic gaming behaviors, with a pronounced gender disparity: 16 percent of boys classified as at-risk compared to 7 percent of girls.

Crucially, the direction of causation is complex. A 2025 Scientific Reports study found that gaming time was a statistically significant predictor of gaming disorder risk with an explained variance of 3.3%, but a model taking into account both anxiety and depression improved to 13.9%. In plain terms, depression and anxiety acted as moderators of the dosage effect, possibly by amplifying the gratification of playing and thus contributing to the development of gaming disorder. Underlying mental-health conditions often drive heavy play rather than the reverse.

A Framework, Not a Verdict: How Gaming Affects Mental Health

Rather than treating gaming as uniformly good or bad, 2025 research has moved toward mapping specific mechanisms. A landmark Oxford study, published in Technology, Mind and Behaviour, identifies 13 distinct ways video games can influence players’ mental health, both positively and negatively. The team used established modelling strategies to propose concrete conditions where these effects are likely to be causal, rather than just correlational.

Senior author Professor Andrew Przybylski said it plainly: “There’s no single answer to how gaming affects mental health, but our framework helps cut through the noise.” That’s the bit most headlines skip. They flatten a whole spectrum of effects into one verdict, and that’s where the reporting goes wrong.

Natural-experiment evidence adds weight to the positive side. A study in Japan using game-console lotteries as a natural experiment, with a sample of 97,602, found that game console ownership along with increased game play improved mental well-being, reducing psychological distress and improving life satisfaction by 0.1-0.6 standard deviations. Because access to consoles was effectively randomised by lottery, this design gets closer to causal inference than typical correlational surveys.

Developer Mental Health: Burnout Behind the Screens

The people making games face their own mental-health pressures, intensified by a brutal layoff cycle. Per the GDC State of the Game Industry survey of over 3,000 developers, 11 percent of respondents said they were laid off in 2024, with a further 29 percent noting they’d witnessed direct colleagues losing their jobs, the number of people impacted by layoffs rose six percent from 2023. Context from a layoff tracker cited in the same reporting notes more than 25,000 game makers were laid off between 2023 and 2024.

Burnout is widespread. A 2025 games-industry employment survey found that half of all respondents report experiencing professional burnout. Job insecurity compounds the strain: a 2026 Skillsearch survey of over 1,000 professionals found that 44% of respondents are looking to leave video games due to layoffs, with 22% laid off within the last 12 months and 28% having seen their studios go through layoffs.

Take This keeps tracking developer mental health, and their 2025 survey of game developer mental health and well-being was presented at the 2026 GDC Festival of Gaming, spotlighting major stressors, burnout symptoms and coping strategies. Their own framing is blunt: despite the game industry’s place as one of the largest industries in entertainment, there isn’t much research on the major stressors, burnout symptoms, and coping strategies of game developers. Anyone covering labour or unionisation angles in games should be leaning on this, not skipping past it.

Games as Medicine: The Rise of Therapeutic Gaming

Gaming isn’t just a wellbeing variable anymore. It’s a clinical tool with FDA paperwork behind it. EndeavorRx from Akili Interactive was cleared in 2020 as the first prescription video game, and the data holds up: 73% of children showed improvement in attention, 68% of parents reported meaningful reductions in ADHD-related impairments after two months of treatment, with no serious adverse events. It’s now indicated for children ages 8-17 years old with primarily inattentive or combined-type ADHD.

This is part of a fast-growing category. By reporting from 2026, by mid-2025 the FDA had cleared 13 prescription digital therapeutics, targeting conditions from mental health to metabolic disorders, a category that barely existed five years ago. An over-the-counter adult version, EndeavorOTC, has also emerged, studied in more than 220 participants over a 6-week period.

Trauma treatment is the next frontier past ADHD. A 2024 clinical trial published in JAMA Psychiatry found that VR exposure therapy combined with mild electrical brain stimulation produced significant, sustained reductions in PTSD symptom severity in veterans, cutting a process that traditionally took 12 weeks down to roughly two. Early-stage, sure. But it guts the old “games rot your brain” line for good.

MetricFigure (2025)Source
Global players~3.58 billionNewzoo, 2025
Players reporting stress reduction77%ESA Power of Play, 2025
Players reporting lower anxiety70%ESA Power of Play, 2025
Predicted mood uplift during play72%Oxford Internet Institute, 2024
Global games market revenue$188.8 billionNewzoo, 2025
Sources: Newzoo (2025); ESA Power of Play (2025); Oxford Internet Institute (2024).
Gaming disorder estimatePrevalencePopulation / MethodSource
Pooled global (all samples)3.3%61 studies, 29 countriesMeta-analysis, 2021
Representative-sample adjusted2.4%28 representative studiesMeta-analysis, 2021
Trim-and-fill adjusted1.4%Bias-correctedMeta-analysis, 2021
Young adults (18-35)6.1%93 studies, 149,601 peopleMeta-analysis, 2025
Adolescents “at risk”~12%WHO HBSC surveyWHO, 2022
Sources: Stevens et al. Meta-analysis (2021); young-adult IGD meta-analysis (2025); WHO HBSC (2022).
Developer wellbeing metricFigureSource
Laid off in 202411%GDC State of the Industry, 2025
Saw colleagues laid off29%GDC State of the Industry, 2025
Reporting professional burnout~50%Industry Employment Survey, 2025
Considering leaving games (layoffs)44%Skillsearch, 2026
Sources: GDC (2025); InGameJob Employment Survey (2025); Skillsearch (2026).

Frequently Asked Questions

Is gaming good or bad for mental health?

The evidence points to net-positive or neutral effects for most players and real risks for a minority. Globally, 77% of players say gaming reduces stress (ESA Power of Play, 2025), while gaming disorder affects roughly 2-3% of players once methodology is tightened (meta-analysis, 2021).

How many people have gaming disorder?

The numbers move depending on who’s counting. A pooled meta-analysis put global prevalence at 3.3%, dropping to 1.4% after bias correction. A 2025 review of young adults aged 18-35 found 6.1%. Pick your methodology, pick your headline.

Does the number of hours played affect wellbeing?

Not much, according to Oxford. A 2025 study of 703 casual adult Nintendo players across over 140,000 hours found negligible correlation between playtime and mental wellbeing, perceived value mattered more.

Can video games be used as a medical treatment?

Yes, and it’s not a gimmick. EndeavorRx is an FDA-authorised prescription video game for ADHD. Clinical data shows 73% of children improved attention, and by mid-2025 the FDA had cleared 13 prescription digital therapeutics in total.

Are game developers themselves at mental-health risk?

Yes. Roughly half of games-industry workers report burnout (2025 survey), and a 2026 Skillsearch survey found 44% of professionals are considering leaving the industry amid ongoing layoffs.

Methodology & Sourcing

These figures come from peer-reviewed studies, meta-analyses, official surveys and reputable industry research, mostly from 2025 and 2026, with older foundational studies where nothing newer exists. Treat gaming disorder prevalence numbers with caution: estimates swing wildly depending on diagnostic criteria (DSM-5-TR vs ICD-11), screening tool, sample type, and study quality. Gamer-only samples inflate rates compared to general-population samples, so we’ve given ranges instead of pretending there’s one clean number. Attitudinal survey figures are self-report and reflect perception, not clinical outcome. Anything projection-based or model-based is labelled as such. Player-count and market figures are Newzoo projections for 2025. Attribute individual statistics to their originating source, not to ShaneTheGamer.

Sources

  • Newzoo, Global Games Market Report (2025)
  • Entertainment Software Association (ESA), Power of Play global survey (2025)
  • Oxford Internet Institute, University of Oxford: mood, playtime and 13-pathways studies (2024-2025)
  • American Psychological Association: Monitor on Psychology, teen gaming (2025)
  • Stevens et al. Gaming disorder prevalence meta-analysis (2021)
  • Young-adult IGD systematic review and meta-analysis (2025)
  • World Health Organization, Health Behaviour in School-aged Children survey (2022)
  • Scientific Reports, mental health and gaming dosage (2025)
  • Nature-published Japan console-lottery natural experiment study
  • Game Developers Conference (GDC), State of the Game Industry (2025)
  • Take This, Mental Health in the Games Industry white paper (2025/2026)
  • Skillsearch, Salary and Satisfaction survey (2026); InGameJob Employment Survey (2025)
  • Akili Interactive / EndeavorRx and FDA digital therapeutics data (2020-2025)
  • JAMA Psychiatry, VR exposure therapy for PTSD (2024)

Spotted a newer figure or an error? Contact the ShaneTheGamer desk and we will update this page.

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