Key Takeaways
- A longitudinal study of 3,034 Singaporean youth found baseline violent game play predicted 11% higher teacher-rated aggression 1 year later.
- Gentile et al. (2011) US study of 3,034 adolescents showed violent games mediated 9% of path from hostility to depression via aggression.
- A 2014 Finnish study of 3,923 youth linked high violent game use to 1.4 odds ratio for depressive symptoms.
- A 2010 meta-analysis by Anderson et al. reviewed 130 studies involving over 130,000 participants and found violent video games significantly increase aggressive thoughts (r = .15), aggressive affect (r = .18), aggressive behavior (r = .17), and physiological arousal (r = .21), while decreasing prosocial behavior (r = -.19).
- Gentile et al. (2009) longitudinal study of 1,492 adolescents found that time spent playing violent video games predicted a 12% increase in aggressive behavior over 2 years, controlling for prior aggression.
- In a lab experiment with 130 undergraduates, playing violent games like Grand Theft Auto for 20 minutes led to 27% more aggressive word completions compared to non-violent games.
- Oxford Internet Institute 2019 study of 1,000 UK gamers found no link between violent play and aggressive behavior (p > .05).
- Ferguson (2015) review of 28 studies showed publication bias inflates effect to near zero after correction (r = .01).
- Przybylski and Weinstein (2019) reanalysis of APA data found no causal link, effects due to poor controls (beta < .05).
- US violent crime rates dropped 48% from 1991 to 2014 while violent game sales rose 1,000%, per FBI data.
- Markey et al. (2005) found no increase in youth homicide during peak GTA sales months (r = -.03).
- A 2011 analysis showed US aggressive crime down 62% since 1991 as game console penetration hit 90%.
- Violent video game exposure desensitized participants to violence, reducing P3 brain wave amplitude by 15% in response to violent images in a 2008 EEG study of 40 adults.
- Carnagey et al. (2007) experiment showed repeated violent game play over 5 sessions reduced skin conductance response to real violence by 22%.
- A 2011 fMRI study by Engelhardt et al. found violent gamers showed 12% less amygdala activation to violent scenes after 9 hours play.
Research is mixed, but most findings show small, non-causal links between violent games and aggression.
Related reading
01 · Category
Adolescent Impact19 stats
Adolescent Impact Interpretation
02 · Category
Aggressive Behavior11 stats
Aggressive Behavior Interpretation
03 · Category
Counter-Studies19 stats
Counter-Studies Interpretation
More related reading
04 · Category
Crime Rates16 stats
Crime Rates Interpretation
05 · Category
Desensitization17 stats
Desensitization Interpretation
06 · Category
Market Data17 stats
Market Data Interpretation
Cite This Report
This report is designed to be cited. We maintain stable URLs and versioned verification dates. Copy the format appropriate for your publication below.
Henrik Dahl. (2026, February 13). Video Game Violence Statistics. Gitnux. https://gitnux.org/video-game-violence-statistics
Henrik Dahl. "Video Game Violence Statistics." Gitnux, 13 Feb 2026, https://gitnux.org/video-game-violence-statistics.
Henrik Dahl. 2026. "Video Game Violence Statistics." Gitnux. https://gitnux.org/video-game-violence-statistics.
Sources & references
41 datasets cited across this report · attribution is report-level

