Story Highlights
- 48% of U.S. adults play video games
- Frequent players are less likely than others to be thriving
- Playing in person with family or friends is associated with better wellbeing
WASHINGTON, D.C. — Nearly half of U.S. adults, 48%, say they play video games daily, weekly, monthly or yearly, and how often they play is tied to self-reported wellbeing. The more frequently adults play video games, the less likely they are to rate their current and future life high enough to be considered “thriving.” Yet it is not just how frequently U.S. adults play video games that affects their wellbeing but also with whom they play and whether it is in person or online.
Daily video game players are the least likely to be “thriving,” according to Âé¶¹´«Ã½’s Life Evaluation Index, at 45%, compared with 55% of adults who very rarely or never play video games. The overall U.S. thriving rate is 51%, meaning frequent gamers are below average on this dimension, while infrequent players are above average.
Among Video Game Players, in-Person Play Tied to Higher Wellbeing
Americans who play video games with friends or family, especially in person, rate their lives better than those who play alone or with strangers online. The slight majority of video game players, 51%, who play in person with friends or family are “thriving,” compared with 47% who play online with loved ones, 47% who play alone, and 43% who play online with strangers.
These results are from Âé¶¹´«Ã½’s May 27-June 4, 2025, National Health and Well-Being Index survey of more than 5,000 U.S. adult members using the probability-based . In addition to updating Âé¶¹´«Ã½’s core wellbeing measures, the web survey included a series of questions designed to explore links between wellbeing and video game playing.
Previous research on video games and wellbeing (as noted below) relies primarily on self-reported questions that ask how video games make people feel. These past measures do not distinguish between how individuals think video games impact their lives and how video games may actually influence their wellbeing. This distinction is crucial, because although many think video games are a positive source of recreation, they may not result in better life outcomes. Instead, Âé¶¹´«Ã½’s data measure video game play and wellbeing independently, allowing for a more accurate picture of how the two are connected.
In-Person Video Game Partners Boost Wellbeing for All
The vast majority of video game players (defined in this study as adults who play video games at least yearly) report that they regularly play games alone (83%). Smaller shares report regularly playing in person with friends or family (31%) (the mode associated with the highest wellbeing) and online with friends or family (28%). Fewer, 23%, say they regularly play online with strangers — the mode associated with the lowest wellbeing. (Respondents were allowed to choose more than one option.)
Whether playing video games is a regular or occasional pastime, the social setting matters. Adults who play video games in person with family and friends have higher wellbeing than those who do not, regardless of how often they play.
- Among daily or weekly video game players who play in person with family and friends, 50% are thriving. This contrasts with 42% thriving for daily or weekly players who play online with strangers.
- Even among less frequent players (those who play monthly or less often), thriving rates are at least slightly higher for those who play in person with family and friends than for those who regularly play in other social contexts.
Playing in person with family or friends is more accessible for some than others. Indeed, the data indicate that married adults (33%) and those with children under 18 in the home (41%) are more likely to play video games in person with friends or family than those who are not married (29%) or do not have young children (28%).
Although married adults are more likely to have higher wellbeing than all other marital status categories, playing in person contributes to wellbeing beyond simply being married. Married adults who play in person are marginally more likely to be thriving than are married adults who play alone, online with family or friends, or online with strangers. The same is true for adults with at least one child — playing in person with family or friends is tied to greater thriving than any other video game social context.
Young Men Play Video Games Most Often
Adults of all ages who play video games frequently (at least weekly) are less likely than adults who play less frequently to be thriving (46% and 54%, respectively). These trends in wellbeing extend beyond life evaluation; frequent video game players report lower social belonging, less enjoyment and more negative emotionality — including worry, stress and loneliness — than less frequent players do.
Young men are the demographic group most likely to report frequent video game play. Young men already have lower wellbeing than most other age and gender groups. In general, young adults tend to have lower wellbeing than other adults, regardless of gender; likewise, women tend to have lower wellbeing than men.
Although sample sizes are limited, the data suggest that young men who play video games more frequently have lower life evaluation ratings than young men who play less frequently — and older men, regardless of frequency of game play. Compared with all other demographic groups, women 18-29 and 30-49 who play video games regularly have lower life evaluations.
While age and gender account for some of the variance in wellbeing, after controlling for each, there is a larger effect of video game play frequency on thriving than of age or gender on thriving, suggesting that video game play should not be ignored. The negative effects may be mitigated, however, by playing with others in person. The sample sizes are limited, but the data suggest that young men and women who play video games with family and friends in person are more likely to be thriving than those who play in other social contexts.
What’s Next for Video Gaming?
As video games continue to grow in popularity, questions about who plays and how playing affects wellbeing become more pressing. Âé¶¹´«Ã½’s findings point to both risks and opportunities. Although frequent play is linked to lower wellbeing overall, the social context of playing — especially playing in person with family or friends — can help turn it into a source of connection rather than isolation, thwarting negative wellbeing outcomes.
These findings contrast with other studies that report positive associations between video game play and wellbeing. One reason may be measurement: often emphasizes self-reported , which may not be an accurate representation of reality. Another reason may be study purpose. Many studies create video games as a tool to improve mental health. In one such case, a designed a video game to improve health outcomes and achieved its goal, underscoring the potential for positive applications. But focusing solely on designed interventions overlooks the broader effects of everyday play in uncontrolled environments.
As video games continue to evolve as a leading form of entertainment, understanding their role in people’s lives becomes increasingly important. Âé¶¹´«Ã½’s findings show that, although frequent play can be tied to lower wellbeing, the way people play — and with whom — matters. The results point to opportunities for connection and community in gaming that go beyond leisure, offering insights into how shared play may support wellbeing in an increasingly digital world.
Stay up to date with the latest insights by following @Âé¶¹´«Ã½ and .
Learn more about how the works.
