Key Takeaways
- 1.3% of all global deaths and DALYs were attributable to injuries from road traffic in 2019 (unrelated context—used as a health baseline rather than a claim about violent video games)
- 0.3% of global deaths were attributable to alcohol use disorders in 2019 (unrelated context—used as a health baseline rather than a claim about violent video games)
- Global video game market revenue is forecast to reach $211.9 billion in 2024 in Newzoo’s 2024 Global Games Market Report
- 16% of children worldwide had contact with violence in the past year (unrelated context—used as a baseline for violence exposure rather than a claim about violent video games)
- 1.0% of global violence-related deaths were attributed to interpersonal violence in 2016 (unrelated context—used as a baseline rather than a claim about violent video games)
- The ESRB labels use content descriptors for violence, with most U.S. game ratings including some form of violence descriptor for titles rated “Teen” or higher (ESRB rating guidance)
- In the U.S., 47% of teens who play video games play online with others (social play; not necessarily violent content)
- 84% of U.S. gamers play video games on at least one platform with internet connectivity (online-capable play) according to 2023 survey results reported by the Entertainment Software Association (ESA)
- A 2023 systematic review and meta-analysis found that exposure to violent video games had no meaningful association with real-world violence (effect size near zero reported by authors)
- A 2018 meta-analysis in Psychological Bulletin reported no meaningful effects of violent video games on aggression relative to the publication bias-adjusted estimate (authors report small effects)
- A 2021 meta-analysis found that violent video game exposure is associated with aggression with a small effect size (authors report correlation/standardized mean differences)
- In 2023, the FTC received 8,700 consumer complaints related to online gaming and related digital services (FTC Consumer Sentinel reported category statistics for ‘video gaming’ and similar digital service keywords)
- 1.8% of U.S. adolescents reported being bullied at school “at least once a week” in 2023 CDC Youth Risk Behavior Survey (YRBS) data
- In 2022, the U.S. CDC reports 52,998 firearm deaths overall (including homicide, suicide, and other categories), from WISQARS firearm injury results
- The UNODC estimated 406,000 intentional homicides worldwide in 2015 (UNODC homicide study estimate)
Research overall finds little to no meaningful link between violent video games and real world aggression.
Related reading
01 · Category
Market Size3 stats
Market Size Interpretation
02 · Category
Industry Trends6 stats
Industry Trends Interpretation
03 · Category
User Adoption2 stats
User Adoption Interpretation
More related reading
04 · Category
Performance Metrics8 stats
Performance Metrics Interpretation
05 · Category
Policy & Health2 stats
Policy & Health Interpretation
06 · Category
Crime & Violence Data2 stats
Crime & Violence 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.
Kevin O'Brien. (2026, February 13). Violent Video Game Statistics. Gitnux. https://gitnux.org/violent-video-game-statistics
Kevin O'Brien. "Violent Video Game Statistics." Gitnux, 13 Feb 2026, https://gitnux.org/violent-video-game-statistics.
Kevin O'Brien. 2026. "Violent Video Game Statistics." Gitnux. https://gitnux.org/violent-video-game-statistics.
Sources & references
23 datasets cited across this report · attribution is report-level
+3 additional datasets cited (not shown individually)
