Young people are keeping their friendships going inside games

PerennialCulture & audiencePerennial groundUpdated Oct 2026

For many young players a game is where friends meet, not only something they play. Platforms now build around chat with friends, and every rule about who may talk to whom reaches those friendships too, along with the strangers and the harassment.

How do young people play together?

Pew Research Center finds that 89% of US teens who play video games play them with other people, in person or online, and 72% say one reason they play is to spend time with others. Only 11% play only on their own.

Latest figure · 2026

37%

The share of US adult players who say they have met a good friend, spouse or significant other through video games, as printed in the ESA's 2026 edition of Essential Facts: 37%.

ESA Essential Facts

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On this page

Where it stands

Games have been a place to meet and keep friends since Xbox Live shipped with a headset in 2002, and in 2020 they hosted concerts and graduations. In 2026 the ESA finds that 62% of US players who play with others play online with friends they know in person, and that 90% of Gen Z players who talk online use in-game chat. In the UK, Ofcom finds 55% of children who game online play with people they have never met.

Share of US adult players who say they have met a good friend, spouse or partner through games, by edition of the ESA's yearly survey
0204060202120222023202420252026New survey method2021: 42422022: 46462023: 50502024: 39392025: 39392026: 3737

The share rose to 50% in 2023, then reset to 39% when the ESA changed its survey method in 2024, and has edged down since.

SourceESA Essential Facts

The plotted values
YearShare of US adult players who say they have met a good friend, spouse or partner through games, by edition of the ESA's yearly survey
202142
202246
202350
202439
202539
202637

Timeline

1999

  1. Fewer than one US player in five plays online

    The ESA, the US games industry's trade body, says only 18% of American players reported playing online in 1999. By its 2024 survey nearly 90% play in some form online.

    ESA Essential Facts

2002

  1. Microsoft puts a headset in the box with Xbox Live

    Microsoft launches Xbox Live with a $49.95 starter kit that includes a Communicator headset, so players can talk while they play. It says more than 200,000 players found their friends online in the first week.

    Microsoft (22 November 2002)

2007

  1. Three in four online role-players make good friends in the game

    A survey of 912 players of online role-playing games in 45 countries finds that 76.2% of men and 74.7% of women made good friends in the game, seven on average.

    Helena Cole and Mark D. Griffiths, CyberPsychology and Behavior (2007)

2015

  1. Teen boys make friends through games, girls through social media

    Pew Research Center finds that among US teen boys who have made friends online, 57% did so by playing video games online, against 13% of girls.

    Pew Research Center, Amanda Lenhart (6 August 2015)

2020

  1. 12.3 million players attend a concert inside Fortnite

    Travis Scott's concert inside Fortnite, about ten minutes long, draws 12.3 million players at once, a record for the game.

    Tubefilter, Geoff Weiss (24 April 2020)

  2. Berkeley students hold their graduation in Minecraft

    After the pandemic cancels commencement, more than 100 UC Berkeley students build their campus in Minecraft as Blockeley University and hold a virtual ceremony there.

    UC Berkeley, Berkeley News (16 May 2020)

  3. Discord stops calling itself a gaming app

    Discord, built for gamers, rebrands around the line 'Your place to talk', saying users had told it the app was for 'anyone who likes to talk.'

    Discord (30 June 2020)

2022

  1. Four in ten hours of play are spent with other people

    The ESA finds that 41% of US players' time in games is spent playing with others, 25% online and 16% in person, and that 43% play with friends they know only online, up from 23% a year earlier.

    ESA Essential Facts

2024

  1. Almost half of teen players make a friend through a game

    Pew Research Center finds that 47% of US teens who play video games have made a friend online because of a game they both play, 40% of all teens.

    Pew Research Center, Jeffrey Gottfried and Olivia Sidoti (9 May 2024)

2025

  1. Discord goes back to games

    Discord appoints Humam Sakhnini, a former Activision Blizzard executive, as chief executive. It says its more than 200 million monthly users spend 2 billion hours a month playing games, and that it refocused on its gaming roots in 2024.

    Discord (23 April 2025)

2026

  1. Most social play is with friends people already know

    The ESA's 2026 survey finds 70% of US players aged 8 and over have played with others, and 62% of those play online with friends they know in person. Among players who talk to others online, 90% of Gen Z use in-game communication tools, against 35% of Boomers.

    ESA Essential Facts

  2. Roblox rebuilds around chat with friends

    Roblox ships Global Chat in May 2026 and says it reached an average of 30 million messages a day in June. In the third quarter it brings friends' messages into the chat window inside each game.

    Roblox, second-quarter 2026 shareholder letter (30 July 2026)

  3. Games overtake social media as Gen Z's main community

    YPulse's 2026 survey of young people in the US and Canada finds video games have overtaken social media as their top source of community, though in-person connection still feels strongest.

    YPulse, Friendship and Community Report (5 August 2026)

Consequences

  1. 012025

    The chat app goes back to games for its money

    Discord says it has refocused on its gaming roots, and TechCrunch reports it is exploring advertising and micro-transactions. TechCrunch reads its choice of a games executive as chief as a sign it sees its future in gaming more than in social networking.

    TechCrunch, Amanda Silberling (23 April 2025)

  2. 022026

    For Roblox, chat is the business

    Roblox tells investors that engagement with its communication features is fundamental to user engagement, retention and how games spread. It is moving friends' chat into the game window so users need not leave a game to coordinate with friends.

    Roblox, first-quarter 2026 shareholder letter (30 April 2026)

  3. 032026

    Games introduce people who would not otherwise meet

    47% of US adult players say they have met people through video games they otherwise would not have met, and 49% say games help them stay connected to friends and family, the ESA finds.

    ESA Essential Facts

Objections

  • Counterpoint2024

    Four in ten teen players are called offensive names

    80% of US teens think harassment over video games is a problem for people their age, and 41% of teens who play say they have been called an offensive name while playing, Pew Research Center finds.

    Pew Research Center, Jeffrey Gottfried and Olivia Sidoti (9 May 2024)

  • Counterpoint2026

    Half of UK child gamers play with strangers

    Ofcom finds that 55% of UK children who game online play at least sometimes with people they have never met in real life, and 20% do so all or most of the time. Ofcom's own pages answer automated readers with a check, so this is LBC's relay of its figures.

    LBC, Chay Quinn, relaying Ofcom (13 October 2026)

  • Counterpoint2026

    Fewer US players play with others each year since 2024

    On the ESA's current survey method, the share of US players aged 8 and over who have played with others fell from 74% in 2024 to 72% in 2025 and 70% in 2026. The share who play with others at least weekly fell from 55% to 46% in 2026.

    ESA Essential Facts

What to watch

  • 2026

    Whether Roblox's friends chat brings the talk back

    Roblox's third-quarter results, when it usually reports in late October or early November, the first to cover chat with friends inside each game. A figure for messages against June's 30 million a day would show whether it has.

    Roblox, second-quarter 2026 shareholder letter (30 July 2026)

  • 2027

    The ESA's 2027 survey

    Late May or early June 2027, when the ESA usually publishes Essential Facts. Whether the share of US players who play with others falls below 70% for the first time on its current method.

    ESA Essential Facts

  • 2027

    YPulse's next friendship and community report

    August 2027, when YPulse usually publishes its Friendship and Community Report, as it did on 5 August 2026. Whether games still lead social media as young people's source of community.

    YPulse, Friendship and Community Report (5 August 2026)

Further reading

Where to follow it ESA Essential Facts, Pew Research Center, Ofcom, YPulse, Roblox's shareholder letters

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