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Report
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Adults who play video games recognize the positive role gaming can play in supporting their health and wellness goals. Gaming is often celebrated for its ability to reduce stress and…
US
Health and Wellness
Gaming
simple
US Video Games and Wellness Consumer Report 2025
"In an era defined by fitness tracking and self-care social media trends, gamers are seeking ways to balance their hobby with wellness goals."
Brian Benway, Senior Tech and Gaming Analyst
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EXECUTIVE SUMMARY
What you need to know
Global and US video game market size
Market predictions
Gamers embrace many health and wellness activities, offering brands a chance to connect
Existing strengths may offer easier quick wins, but also inviting competition
Players want games to promote respect and constructive behavior, not toxic environments
Younger gamers often lead demand for health and wellness in gaming
Opportunities
MARKET DYNAMICS
Market context
US and Global game market
Entertainment Software Association essential facts
Between Switch 2, tariffs and GTA 6 delays, 2025 is a rollercoaster year to anticipate
Global video gaming revenue is forecasted for slow and steady growth of 3.1%
Graph 1: global video game industry revenue, 2019-26
2.1% year-on-year growth, console declines while PC and mobile grow
Graph 2: global video game industry revenue share (billions), by device, 2024
Market drivers
Budget cuts weaken the US public health system
Even challenging or violent games may provide the same stress relief as a cozy games
Beat Saber is winding down, creating space for a new VR fitness champion
Meta Reality Labs, the latest victim of layoffs, could slow VR fitness development
CONSUMER INSIGHTS
Consumer fast facts
Wellness focus areas
Gamers looking to grind towards a wellness level up in the next year
Graph 3: general areas of wellness focused on improving in the next 12 months, overall vs gamers, 2025
Physical fitness games may be too demanding for those who are most interested
Graph 4: general areas of wellness focused on improving in the next 12 months, by age, 2025
Gaming could deliver mental and emotional growth with positive social connections for younger players
Graph 5: general areas of wellness focused on improving in the next 12 months, by gender, 2025
Gaming can be more than entertainment, evolving into a space for self-expression, community building, and healing
Graph 6: general areas of wellness focused on improving in the next 12 months, by race or ethnicity, 2025
The modern video game industry is more open to diverse perspectives than ever before
Non-video gaming wellness activities
Pushing back against the struggles of the attention economy
Engaging gamers with screen-free adaptions strengthens brand ties
Graph 7: non-video gaming activities enjoyed for their wellness benefits, overall vs gamers, 2025
Gamers are already engaged in various health and wellness activities, giving brands a foot in the door to connect
Graph 8: “I would support health and wellness brands that advertise or partner with video games” (% agree), by age, 2025
Men and women across ages show similar patterns in non-gaming health and wellness activities, with two key differences
Graph 9: going to the gym, by age and gender, 2025
Graph 10: routinely setting aside time for family or friends, by age and gender, 2025
Financial stability frees focus for health and social connections, empowering gamers to prioritize wellbeing
Graph 11: “I would rather spend money on gaming equipment for fitness or wellness than traditional options” (% agree), by financial situation, 2025
Graph 12: non-video gaming activities enjoyed for their wellness benefits (select), by financial situation, 2025
Perceptions of video games
Gaming is an immersive and stimulating form of active entertainment
Existing strengths may offer easier quick wins, but also inviting competition
Graph 13: playing video games is good for… (% agree), 2025
Lady Gaga’s hit “Abracadabra” has just Shock Dropped in Beat Saber
Promote positive, wellness-focused experiences without relying solely on traditional self-improvement narratives
Graph 14: playing video games is good for… (% agree), by gender, 2025
Age and the perceived benefits of gaming presents a chicken or the egg scenario
Graph 15: playing video games is good for… (% agree), by age, 2025
While they may seem to contradict, younger gamers online lifestyle is likely heavily shaping their expectations of multiplayer
Graph 16: “I frequently return to playing a game I’ve been playing for years because I have friends who play the same game” (% agree), by age, 2025
Graph 17: “I often prefer to play multiplayer video games by myself or with strangers” (% agree), by age, 2025
Trash TV of yore has evolved and is going live on social media, but is still trash
Graph 18: “despite toxic content or negativity they foster, I continue to follow certain streamers or influencers due to their skill or entertainment value” (% agree), by age and gender, 2025
Video game appeal that goes beyond entertainment
Graph 19: playing video games is good for… (% agree), by race or ethnicity, 2025
Gaming wellness improvement interest
Players want to gaming to be wellness in the age of fitness and self-care on social media
Players most want games to encourage respectful and constructive behavior rather than enabling toxic online environments
Graph 20: wellness areas/activities for video games to improve/focus on for oneself/other players, 2025
Men and women want to see games improve the same things, with a few caveats
Graph 21: wellness areas/activities for video games to improve/focus on for oneself/other players, by gender, 2025
Younger gamers value both internal and external wellness, while 55+ gamers focus more internally
Graph 22: wellness areas/activities for video games to improve/focus on for oneself/other players, by age, 2025
Parent perceptions of video games and children
Gaming isn’t always perfect, but parents agree the good outweighs the bad
Graph 23: parent perceptions of video games and children (% agree), 2025
Parental gender split on sentiment highlights gaming’s need for consumer awareness messaging that isn’t action-packed marketing material
Graph 24: parent perceptions of video games and children (% agree), moms vs dads, 2025
Attitudes towards video game costs and luxury
Gamers can build up a pile of shame that requires time and effort to work through
Graph 25: “I feel guilt or stress about spending money on video games when I already have other games to play” (% agree), by age, 2025
User generated content increases replayability and adds value
Graph 26: “video games that support mods or other user generated content appeal to me as they offer better long term value” (% agree), by age, 2025
Seasonal sales and smaller purchases provide incremental joy without the pressure associated with premium pricing
Graph 27: “I like to reward myself with occasional spur of the moment video game purchases” (% agree), by race or ethnicity, 2025
Preserving a collection of gaming favorites
Graph 28: “I own a collection of games, gaming systems, or gaming paraphernalia that I take pride in” (% agree), by gamer segment, 2025
PC gaming has risen to dominate sales and establish itself as the pinnacle of high-end gaming luxury
Graph 29: modern PC gaming is a high end luxury compared to playing on console or mobile (% agree), by age, 2025
INNOVATION AND MARKETING STRATEGIES
Launch activity and innovation
Social focused indie games are being labeled friendslop as a derogatory insult
Upcoming Lord of the Rings game brings cozy hobbit-town vibes
Consumer Me tackles the troubles of teen life and eating disorders
On paper, Fireside Feelings sounds like a great way for gamers to engage kindly with their emotions
Despite recent controversies, Roblox remains a highly successful gaming platform and a great way to engage kids.
Marketing and advertising
Switch 2 is here, and it’s the Pro model fans have been asking for
Welcome Tour is an amazing way to say hello to new players, but it absolutely should’ve been a free pack in game
Xbox enters the handheld arena by partnering with ROG
APPENDIX
Market definition
Consumer research questions
Consumer research methodology
Generations
US video game consumers
Gaming devices usage
Graph 30: gaming device usage, 2025
Console brand usage
Graph 31: console brand usage, 2025
Gaming frequency
Graph 32: gaming frequency, 2025
Mintel gamer segments – motivations
Top reason for playing video games, aside from the entertainment value
Graph 33: top reasons for playing video games, aside from the entertainment value (any rank), 2025
Graph 35: Mintel gamer segments – device and frequency, 2025
Adults who play video games recognize the positive role gaming can play in supporting their health and wellness goals. Gaming is often celebrated for its ability to reduce stress and promote relaxation. Beyond that, it can enhance mental sharpness and, in some cases, even contribute to physical fitness. Health and wellness brands have a unique opportunity to collaborate with video game companies to amplify the benefits of gaming. This idea is further supported by players who are eager to see a stronger connection between gaming and wellness. The video game market is expected to remain the leading source of entertainment revenue in the US, and growing demand for features that promote mental and physical wellbeing can open exciting opportunities for innovative collaborations and partnerships.
This Report Looks at the Following Areas:
Examination of the relationship between video games and wellness
Analysis of consumer attitudes towards gaming and health
Impact of gaming on mental and physical health
Opportunities for health and wellness brands in gaming
Health and wellness trends among different video game player demographics
Possibilities for promotion of gaming’s role in stress relief and relaxation
Market Definitions
For the purposes of this Report, Mintel defines video games as electronic games played on dedicated consoles, computers and mobile devices. Video game players (aka gamers) are defined as adults aged 18+ who have played a video game on any device in the past three months. Mintel’s profiles of US gamers are based on primary gaming motivations, beyond entertainment value.
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