| problem-solving | strategy | |
| teamwork | communication | |
| English exposure | literacy | |
| careers | esports · design |
| screen time | sleep | |
| addiction | routines | |
| spending | loot boxes | |
| toxicity | online abuse |
The global games market is worth more than 180 billion dollars and three billion people play regularly. Critics argue that games encourage isolation, but research suggests that most players game socially. In 2024, an esports final drew a bigger online audience than many football matches.