Key Takeaways
- 19.6% of adults experienced any mental illness in the past year (U.S. 2022)
- 5.0% of U.S. adults had serious mental illness in the past year (2022)
- 14.0% of U.S. adults reported frequent mental distress in the past 30 days (2022)
- An OECD report indicates that 15% of adults play video games weekly (average across reporting countries)
- The ESRB ratings categories include 7 levels: EC, E, E10+, T, M, AO, and RP (content descriptors and rating levels)
- EC is defined for ages 3+ (ESRB rating definition)
- E is defined for ages 6+ (ESRB rating definition)
- The global video game market was $203.0 billion in 2023 (Newzoo global market estimate)
- The global video game market was $184.4 billion in 2022 (Newzoo estimate)
- The global video game market is forecast to reach $219.0 billion in 2024 (Newzoo forecast)
U.S. rates show many mental health challenges, while research finds violent game links to aggression are small and inconclusive.
Public Health Evidence
Public Health Evidence Interpretation
User Adoption
User Adoption Interpretation
Policy And Regulation
Policy And Regulation Interpretation
Market Size
Market Size Interpretation
References
- 1samhsa.gov/data/report/mental-health-america-2022
- 2samhsa.gov/data/sites/default/files/reports/NSDUH-Figure-1-7.pdf
- 3samhsa.gov/data/report/2021-nsduh-state-prevalence-estimates
- 5samhsa.gov/data/report/2022-nsduh-detailed-tables
- 4cdc.gov/healthyyouth/data/yrbs/index.htm
- 6apps.who.int/iris/bitstream/handle/10665/255460/9789241512472-eng.pdf
- 7psycnet.apa.org/record/2014-05133-001
- 8psycnet.apa.org/record/2015-24142-001
- 10psycnet.apa.org/record/2010-22777-001
- 9pubmed.ncbi.nlm.nih.gov/30599904/
- 12pubmed.ncbi.nlm.nih.gov/24979367/
- 13pubmed.ncbi.nlm.nih.gov/25741766/
- 14pubmed.ncbi.nlm.nih.gov/22168388/
- 15pubmed.ncbi.nlm.nih.gov/25364766/
- 16pubmed.ncbi.nlm.nih.gov/26222686/
- 17pubmed.ncbi.nlm.nih.gov/34349035/
- 18pubmed.ncbi.nlm.nih.gov/28333083/
- 19pubmed.ncbi.nlm.nih.gov/29784705/
- 20pubmed.ncbi.nlm.nih.gov/11391109/
- 21pubmed.ncbi.nlm.nih.gov/23689138/
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- 25pubmed.ncbi.nlm.nih.gov/19203480/
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- 11nap.nationalacademies.org/catalog/18819/violent-video-games-and-youth-violence
- 24wonder.cdc.gov/controller/saved/D76F/0
- 29jamanetwork.com/journals/jamanetworkopen/fullarticle/2707154
- 31oecd.org/going-digital/games-and-gamification.htm
- 32esrb.org/ratings/
- 33esrb.org/ratings-guide/
- 34legislation.gov.uk/ukpga/1984/39
- 35legislation.gov.au/C2004A01397/latest/text
- 36gesetze-im-internet.de/juschg/
- 37newzoo.com/insights/trend-reports/global-games-market-report/
- 38newzoo.com/resources/esports-market-report/







