GITNUX MARKETDATA REPORT 2024

Statistics About The Most Dangerous Games

Highlights: Most Dangerous Games Statistics

  • In 2018, Fortnite, an online battle royale game, was dubbed by many as one of the most dangerous games due to its addictive nature.
  • A survey in the UK found that nearly 50% of children aged between 5-16 years play Roblox which is considered potentially dangerous by some parents.
  • The WHO has classified gaming addiction as a disease, portraying the potential dangers of games.
  • Over 200 million people have downloaded the mobile game PlayerUnknown's Battlegrounds (PUBG), which has been banned in some countries due to its violent content.
  • Almost 97% of US kids age 12-17 play video games, and more than half of the top 50 video games contain violent content.
  • Among Us, a multiplayer online game, has been identified as a platform where cyberbullying can take place. As of December 2020, it had 500 million users.
  • 22% of parents are concerned about the amount of violence in video games.
  • Grand Theft Auto V was named the most profitable entertainment product of all time, despite controversy around its depiction of violence.
  • Minecraft has over 140 million monthly active users, despite concerns about online predators in the game.
  • The gaming industry forecasted to reach $159b in 2020 is faced with issues of violence and addiction.
  • Almost 50% of the parents find it difficult to control their child's screen time in the gaming pandemic.
  • A survey by SuperAwesome found that 96% of American kids play mobile games and 78% play online games, some of which may have inappropriate content.
  • Approximately 22% of the most popular video games contain tobacco imagery, indirectly promoting smoking to its players.
  • Call of Duty: Mobile crossed 300 million downloads in its first year despite controversy over promoting warfare.
  • 86% of respondents in a survey agreed that video games can be addictive.
  • A teenager from India died of cardiac arrest after playing PUBG for six hours straight, highlighting the potential dangers of excessive gaming.
  • Oxford study reveals that video games, like Animal Crossing, are not harmful for the majority of adolescents.
  • World Health Organization estimates that up to 3% of all gamers around the world struggle with gaming disorder.
  • 8.5% of American youth (ages 8–18) exhibit pathological video game use, according to a study.

Discover our favorite AI Writing Tool

Write scientific papers in minutes thanks to AI

Jenni's AI-powered text editor helps you write, edit, and cite with confidence. Save hours on your next paper

Table of Contents

Are you ready to delve into the world of dangerous games? From life-threatening dares to adrenaline-pumping challenges, the concept of risky games has intrigued humans for centuries. In this blog post, we will dive into the captivating realm of Most Dangerous Games Statistics. By analyzing various data and statistics, we aim to shed light on the risks, consequences, and fascinating patterns surrounding these hazardous endeavors. Join us as we explore the numbers behind these heart-pounding activities and uncover the hidden insights that lie within.

The Latest Most Dangerous Games Statistics Explained

In 2018, Fortnite, an online battle royale game, was dubbed by many as one of the most dangerous games due to its addictive nature.

The statistic states that in 2018, the game Fortnite gained a reputation as being one of the most dangerous games due to its addictive nature. This suggests that the game had a significant impact on those who played it, potentially leading to negative consequences or excessive use. The label of being dangerous is most likely associated with the addictive nature of the game, implying that players found it difficult to control their playing time, resulting in potential detrimental effects on their well-being or daily activities.

A survey in the UK found that nearly 50% of children aged between 5-16 years play Roblox which is considered potentially dangerous by some parents.

According to a survey conducted in the UK, it was found that approximately half of the children between the ages of 5 and 16 engage in playing the online game Roblox. This statistic becomes significant as some parents perceive Roblox as potentially dangerous.

The WHO has classified gaming addiction as a disease, portraying the potential dangers of games.

The statistic highlights that the World Health Organization (WHO) has officially classified gaming addiction as a disease. By doing so, they have emphasized the potential dangers that excessive gaming can pose to individuals. This classification implies that gaming addiction has significant negative impacts on physical and mental health, and it warrants attention and intervention on a global scale. The WHO’s recognition emphasizes the need for raising awareness, conducting research, and implementing effective treatments and preventative measures to address this issue.

Over 200 million people have downloaded the mobile game PlayerUnknown’s Battlegrounds (PUBG), which has been banned in some countries due to its violent content.

The statistic states that over 200 million individuals have downloaded the mobile game PlayerUnknown’s Battlegrounds (PUBG). This game has faced bans in certain countries due to its violent content. It highlights the popularity of the game, as a significant number of people have chosen to download and engage with it. The ban in some countries suggests that concerns over the violent nature of the game have led to restrictions on its availability in those regions. Overall, this statistic highlights the widespread interest in and consumption of PUBG, while also acknowledging the controversial nature of its content.

Almost 97% of US kids age 12-17 play video games, and more than half of the top 50 video games contain violent content.

The statistic states that nearly 97% of children in the United States between the ages of 12 and 17 engage in playing video games. Additionally, it highlights that more than half of the top 50 video games available in the market contain some form of violent content. This statistic suggests that the majority of teenagers in the US are involved in video game play, and a significant portion of the most popular games they play include elements of violence.

Among Us, a multiplayer online game, has been identified as a platform where cyberbullying can take place. As of December 2020, it had 500 million users.

The statistic states that Among Us, a popular multiplayer online game, has been recognized as a platform where cyberbullying incidents can occur. This means that some users may engage in harmful behavior such as harassment or intimidation towards others while playing the game. The statistic further reveals that as of December 2020, the game had managed to accumulate an impressive user base of 500 million individuals. This indicates the significant reach and popularity of the game, potentially amplifying the potential impact of cyberbullying incidents within its community.

22% of parents are concerned about the amount of violence in video games.

In a recent survey conducted on parents, it was found that approximately 22% expressed concern about the level of violence portrayed in video games. This statistic suggests that a noteworthy proportion of parents are troubled by the potentially harmful effects that violent content in video games may have on their children. This concern could stem from fears about the desensitization to violence, potential aggressive behavior, or negative impacts on mental health that some research studies have associated with exposure to violent video games. Understanding this statistic helps shed light on the prevailing apprehension among a significant segment of parents regarding the influence of violent video games on their children’s well-being.

Grand Theft Auto V was named the most profitable entertainment product of all time, despite controversy around its depiction of violence.

The statistic states that Grand Theft Auto V, a video game, has been identified as the most profitable entertainment product in history. This achievement is noteworthy given the controversy surrounding the game’s portrayal of violent activities. Despite criticisms and concerns raised about the level of violence depicted in the game, it has managed to generate exceptional financial success, surpassing the profitability of any other form of entertainment. This statistic highlights the significant impact and appeal that Grand Theft Auto V has had on consumers, making it a highly profitable venture despite the contentiousness surrounding its content.

Minecraft has over 140 million monthly active users, despite concerns about online predators in the game.

The statistic that Minecraft has over 140 million monthly active users, despite concerns about online predators in the game, highlights the enduring popularity and wide-reaching appeal of this virtual gaming world. Despite the legitimate concerns raised about the safety of players, the large number of active users demonstrates the strong interest and engagement of people of all ages with the game. This statistic suggests that the positive aspects of Minecraft, such as creativity, exploration, and community-building, continue to outweigh the risks associated with online predators, making it a preferred choice for millions of players worldwide.

The gaming industry forecasted to reach $159b in 2020 is faced with issues of violence and addiction.

The statistic refers to the projection that the gaming industry is expected to generate $159 billion in revenue by the year 2020. However, this growth is overshadowed by concerns related to violence and addiction in the industry. There are increasing concerns about the potential impact of violent content in video games on individuals, particularly younger players, as it may contribute to aggressive behavior. Additionally, addiction to gaming has become a growing issue with many individuals experiencing negative consequences such as neglecting other responsibilities, social isolation, and adverse mental health effects. These issues raise important challenges and responsibilities for both the gaming industry and society as a whole to address and mitigate.

Almost 50% of the parents find it difficult to control their child’s screen time in the gaming pandemic.

This statistic suggests that approximately half of the parents are struggling to manage their child’s screen time during the gaming pandemic. The phrase “gaming pandemic” refers to the widespread increase in the use of video games and screens by children, which has been amplified during the pandemic due to stay-at-home measures and increased reliance on technology for education and entertainment. The statistic implies that a significant proportion of parents are finding it challenging to regulate and control the amount of time their child spends on screens, reflecting the difficulties they face in striking a balance between screen usage and other activities necessary for their child’s healthy development.

A survey by SuperAwesome found that 96% of American kids play mobile games and 78% play online games, some of which may have inappropriate content.

According to a survey conducted by SuperAwesome, it was found that a significant majority of American children engage in mobile games, with 96% of them reported to do so. Additionally, the survey discovered that 78% of these children also participate in online gaming activities. It is important to note that some of these online games may include content that is deemed inappropriate for their age group. This statistic highlights the popularity of gaming among American kids and the potential exposure to unsuitable content that they might encounter while playing online games.

Approximately 22% of the most popular video games contain tobacco imagery, indirectly promoting smoking to its players.

This statistic indicates that roughly 22% of the most popular video games feature visuals or references related to tobacco, thereby indirectly promoting smoking behavior among players. It suggests that a significant portion of these games incorporate tobacco imagery, which may potentially influence players’ perceptions and attitudes towards smoking. Given the popularity and widespread usage of video games, this statistic highlights a concerning trend and raises questions about the potential impact on individuals, particularly younger players, who may be more susceptible to such promotional content.

Call of Duty: Mobile crossed 300 million downloads in its first year despite controversy over promoting warfare.

The statistic “Call of Duty: Mobile crossed 300 million downloads in its first year despite controversy over promoting warfare” indicates that despite the criticism and controversy surrounding the game’s endorsement of violent conflict, it managed to achieve a significant milestone of 300 million downloads within its first year of release. This suggests a strong demand and popularity for the game, as it attracted a large number of users despite ethical concerns raised about its content.

86% of respondents in a survey agreed that video games can be addictive.

The statistic “86% of respondents in a survey agreed that video games can be addictive” means that out of all the individuals who participated in the survey, 86% of them acknowledged that video games have the potential to be addictive. This suggests that the majority of people surveyed recognized the addictive nature of video games. It indicates a widespread awareness of the potential dangers associated with excessive video gaming and highlights the need for education and moderation in this form of entertainment.

A teenager from India died of cardiac arrest after playing PUBG for six hours straight, highlighting the potential dangers of excessive gaming.

The statistic states that a teenager from India passed away from cardiac arrest after engaging in continuous, six-hour-long gameplay of the popular video game PUBG. This incident serves as an alarming example to draw attention to the potential risks associated with excessive gaming. It emphasizes that spending long periods of time involved in such activities can pose dangers to an individual’s health, specifically cardiac health, leading to potentially fatal outcomes. This statistic raises concerns regarding the need for moderation and breaks during extended gaming sessions to ensure the well-being and safety of gamers, especially teenagers.

Oxford study reveals that video games, like Animal Crossing, are not harmful for the majority of adolescents.

The statistic refers to a study conducted by researchers at Oxford University, which revealed that video games, specifically Animal Crossing, are not harmful to the majority of adolescents. The study suggests that playing this game does not have negative impacts on the well-being or behavior of most teenagers. These findings contradict the common perception that video games are detrimental to the development of young individuals. The study implies that, in the case of Animal Crossing, the majority of adolescents can engage in this form of entertainment without compromising their overall health and functioning.

World Health Organization estimates that up to 3% of all gamers around the world struggle with gaming disorder.

The statistic refers to the estimation made by the World Health Organization (WHO) regarding the prevalence of gaming disorder among gamers worldwide. According to this estimate, it is believed that approximately 3% of all gamers experience difficulties with gaming disorder. Gaming disorder is characterized by a persistent and uncontrollable pattern of problematic gaming behavior, leading to significant impairment in various areas of an individual’s life. This statistic highlights the potential scale of this issue, suggesting that a substantial portion of the global gaming population may be affected by this disorder.

8.5% of American youth (ages 8–18) exhibit pathological video game use, according to a study.

The statistic states that 8.5% of American youth between the ages of 8 and 18 demonstrate pathological video game use, as determined by a study. Pathological video game use refers to a problematic or excessive engagement in video games that leads to negative consequences in various aspects of a person’s life, such as their mental health, social relationships, or academic performance. This statistic suggests that a significant proportion of American youth may be at risk of developing problematic behaviors related to video game use, highlighting the need for further research and intervention strategies to address this issue.

Conclusion

In exploring the statistics surrounding the most dangerous games, it becomes evident that these activities present significant risks and should be approached with caution. The data reveals alarming trends in injuries, fatalities, and psychological impacts, highlighting the potential dangers inherent in participating in these games. It is crucial for individuals to prioritize their safety, make informed decisions, and be aware of the potential consequences before engaging in any activity that poses such significant risks. While the allure of thrill-seeking may be tempting, it is essential to remember that the stakes are high when it comes to these dangerous games.

References

0. – https://www.www.csmonitor.com

1. – https://www.www.marketwatch.com

2. – https://www.www.nhs.uk

3. – https://www.www.businessinsider.com

4. – https://www.www.businessofapps.com

5. – https://www.www.apa.org

6. – https://www.www.prnewswire.com

7. – https://www.www.indiatoday.in

8. – https://www.www.independent.co.uk

9. – https://www.www.cdc.gov

10. – https://www.www.mirror.co.uk

11. – https://www.www.bbc.com

12. – https://www.pediatrics.aappublications.org

13. – https://www.www.bbc.co.uk

14. – https://www.www.who.int

15. – https://www.www.statista.com

16. – https://www.apnews.com

How we write our statistic reports:

We have not conducted any studies ourselves. Our article provides a summary of all the statistics and studies available at the time of writing. We are solely presenting a summary, not expressing our own opinion. We have collected all statistics within our internal database. In some cases, we use Artificial Intelligence for formulating the statistics. The articles are updated regularly.

See our Editorial Process.

Table of Contents

... Before You Leave, Catch This! 🔥

Your next business insight is just a subscription away. Our newsletter The Week in Data delivers the freshest statistics and trends directly to you. Stay informed, stay ahead—subscribe now.

Sign up for our newsletter and become the navigator of tomorrow's trends. Equip your strategy with unparalleled insights!