Key Takeaways
- 62% of gamers said they play games with violence
- 19% of gamers reported playing action games
- Global spend on PC games was $40.3 billion in 2024
- Global video game market revenue is projected to reach $198.0 billion in 2025
- 54.2% of boys and 35.3% of girls reported playing violent video games (meta-survey of US youth)
- A 2018 systematic review found a statistically significant but small association between violent video games and aggression (average effect size g≈0.17)
- A 2015 meta-analysis reported an average effect size of r≈0.11 for violent video game exposure and aggression
- US Supreme Court in 2011 noted that video games are a medium with First Amendment protection (Brown v. Entertainment Merchants Association) about speech
- In 2022, the UK’s independent regulator Ofcom received 2,800 complaints about video games broadcast content (approx. by year)
- 0.17 average effect size (g) for violent video game exposure on aggression in a 2018 systematic review (small, statistically significant association)
- 0.11 average effect size (r) reported for violent video game exposure and aggression in a 2015 meta-analysis (small association)
- d=0.05 overall effect size for violent video games and aggression in a 2020 meta-analysis (very small association)
- In 2023, 2,800 complaints about video games broadcast content were handled by the UK independent regulator (approx. by year; complaints volume measure)
- A 2020 lab study reported that participants exposed to non-violent game footage showed a smaller increase in state hostility than participants exposed to violent footage (mean difference in hostility scores, p<0.05)
- A 2023 peer-reviewed review reported that effects of violent games on aggression are typically small and moderated by individual differences (e.g., baseline aggression, trait hostility) (review synthesis of moderator effects)
Most evidence shows violent games are linked to only very small increases in aggression, not higher crime or harm.
Related reading
01 · Category
Industry Trends2 stats
Industry Trends Interpretation
02 · Category
Market Size2 stats
Market Size Interpretation
03 · Category
Performance Metrics8 stats
Performance Metrics Interpretation
04 · Category
Cost Analysis2 stats
Cost Analysis Interpretation
More related reading
05 · Category
Scientific Evidence6 stats
Scientific Evidence Interpretation
06 · Category
Policy & Ratings1 stats
Policy & Ratings Interpretation
07 · Category
Media Effects5 stats
Media Effects 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.
Sophie Moreland. (2026, February 13). Violent Video Games Statistics. Gitnux. https://gitnux.org/violent-video-games-statistics
Sophie Moreland. "Violent Video Games Statistics." Gitnux, 13 Feb 2026, https://gitnux.org/violent-video-games-statistics.
Sophie Moreland. 2026. "Violent Video Games Statistics." Gitnux. https://gitnux.org/violent-video-games-statistics.
Sources & references
26 datasets cited across this report · attribution is report-level
+14 additional datasets cited (not shown individually)

