We continue to make progress at Gamer-Con, and this time we are sharing the results of the analysis carried out in Ireland. Through a survey of young people aged 18 to 25, we explored how they relate to video games, what types of games they prefer, and what interest they have in participating in social activities that integrate gaming and wellbeing.
Key findings
- Participation: 53 young people (aged 18–25) responded to the survey, with a clear majority being male.
- Rural environment: over 95% live in small towns or rural areas. Here, gaming becomes a key tool for socialising and combating isolation.
- Frequency and style: most play often (3–5 times a week or every day). They combine solo play with playing with others, reflecting an openness to both individual and social experiences.
- Platforms: consoles (PlayStation, Xbox) are the most widely used, followed by PCs and mobile phones.
- Preferences:
- Solo games include RPGs, simulators and sandbox games (Minecraft, Terraria, Stardew Valley, The Sims).
- Group games include fighting games, sports, racing and shooters, as well as social titles such as Among Usand Jackbox Party Pack.
- Current favourite games: Minecraft (11 mentions), Terraria (7), Skyrim (6), as well as Call of Duty, Animal Crossing, Final Fantasy XIV, FIFA and Cyberpunk 2077 (5 each).
- Social interest: 68% want to participate in gaming and wellness activities, and another 28% ‘maybe’. Only 4% showed no interest.
- Preferred types of activities:
- Weekly gaming meetups (48 out of 53 young people).
- Sessions on gaming and mental health.
- Creative workshops (storytelling, music, podcasting).
- 1:1 conversations about wellbeing.
What this means for Gamer-Con
The results show that video games are much more than just entertainment: they are a space for community, expression and emotional support, especially in rural contexts where other opportunities are limited.
The interest in weekly meetings confirms that the Gamer-Con Social Events model responds to a real need. Furthermore, the openness to integrating talks on wellbeing, creativity and personalised support validates the embedded wellbeingapproach: talking about mental health in a natural, fun and accessible environment.
You can read the full report here: