Spawn On Me with Kahlief Adams: A Video Game Podcast · Spawn On Me LLC

Power of Play 2025 w/ ESA’s President: What the Data Really Says

·50 min·5 clips
A senator in his 60s admits he's a gamer after recounting his wife's Candy Crush habit and his own flight simulator sessions.
This episode features host Kahlief Adams interviewing Stanley Pierre-Louis, President and CEO of the Entertainment Software Association (ESA). They discuss the ESA's 2025 "Power of Play" report, which compiles global data on video game players. Pierre-Louis explains the ESA's role as an industry advocate formed in 1994 to engage with policymakers and promote gaming's positive impacts. The report surveyed 25,000 people across 21 countries, including regions like the Middle East, Africa, and South America. Key findings show the average player age in the U.S. is now in the mid-thirties, while Italy's average player age is 50. The data indicates that two-thirds of people in the U.S. play games weekly, and nearly half of all players globally are women. Mobile is the primary gaming device worldwide, serving as both an entry point and a destination for many players. Pierre-Louis shares an anecdote about a senator in his sixties who initially dismissed games but then admitted his wife plays Candy Crush and he uses flight simulators. The report states that 54% of global players believe sports video games improved their real-life sports skills. Common universal reasons for playing include fun, stress reduction, and increased mental stimulation, especially among older adults. Pierre-Louis recounts using a "video game memory" icebreaker in a White House meeting to change the room's tenor through personal connection. He argues that playing a video game for cooperative play differs fundamentally from using social media for likes. The industry's relative youth compared to film means it has had less time to establish its cultural narrative and combat negative tropes. Pierre-Louis notes a generational shift where Gen Z and Gen Alpha view gaming as just one integrated part of their identity, not a defining label. He cites a moment from a podcast where former President Obama highlighted playing Words with Friends as a positive exception to concerns about screen time. The tone is conversational and educational, blending personal stories with data-driven insights. The style is interview-based, with the host facilitating a deep dive into industry advocacy and research. This episode would appeal to listeners interested in video game industry trends, cultural analysis, and policy advocacy. Those seeking pure game reviews or developer interviews might find the focus on data and lobbying less engaging.

As heard by us

A grounded look at the Power of Play report and gaming's changing audience.

Khalif Adams keeps this Power of Play conversation anchored in what the data can and cannot show, slowing the rush to judgment and asking how the industry is reading its audience.

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Why you'd press play

Press play for the Power of Play numbers and the gaming culture debate around them.

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