GITNUX MARKETDATA REPORT 2024
Violent Games Usage Statistics
A significant portion of the population plays violent video games, with usage increasing among younger age groups.
In this post, we explore the usage of violent video games among teenagers and adults, shedding light on the prevalence and impact of such gameplay. With statistics revealing the significant involvement of adolescents in gaming, the potential effects of violent games on behavior and attitudes come into sharp focus. From player demographics to parental concerns and societal perceptions, the data presented offers valuable insights into a contentious aspect of the gaming industry.
Statistic 1
"Approximately 60% of teenagers reported engaging in violent gameplay."
Statistic 2
"In the US, 97% of adolescents play video games, making the potential effects of violent game use omnipresent."
Statistic 3
"The average age of players of violent video games is 35."
Statistic 4
"72% of violent video game players are aged 18 or older."
Statistic 5
"90% of parents believe violent games incite aggression."
Statistic 6
"Players usually spend an average of 6.5 hours a week playing violent games."
Statistic 7
"Consumers spent $31.1 billion on games marketed as containing violence in the US in 2020."
Statistic 8
"27% of teenagers find first-person shooter games appealing."
Statistic 9
"Women constitute approximately 41% of the players of violent games."
Statistic 10
"15% of parents are concerned about the influence of violent games on their children's behavior."
Statistic 11
"The top-selling video game in the U.S. for 2021 is a violent game, 'Call of Duty: Black Ops Cold War'."
Statistic 12
"75% of violent video games contain rewarding violent actions."
Statistic 13
"70% of high school students spend more than 4 hours playing violent video games per week."
Statistic 14
"Those who play violent video games more than three hours a day are more likely to have aggressive behaviors."
Statistic 15
"58% of U.S. adults agree that violent video games are related to real-world violence."
Statistic 16
"Approximately 38% of minors can buy M-rated games."
Statistic 17
"95% of parents are present when games are purchased or rented by their children."
Statistic 18
"89% of top-selling video games contain violent content, half of which are of serious nature."
Jannik Lindner
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The statistics are checked by us and then entered into the database. Our market data reports have been linked to by some of the largest publishers and companies on the Internet.