Violent Video Games Statistics

GITNUXREPORT 2026

Violent Video Games Statistics

Research suggests violent games might slightly increase aggression but their impact remains hotly debated.

80 statistics38 sources4 sections9 min readUpdated 8 days ago

Key Statistics

Statistic 1

19.6% of adults experienced any mental illness in the past year (U.S. 2022)

Statistic 2

5.0% of U.S. adults had serious mental illness in the past year (2022)

Statistic 3

14.0% of U.S. adults reported frequent mental distress in the past 30 days (2022)

Statistic 4

27% of U.S. adults with serious mental illness experienced severe impairment (2022)

Statistic 5

56.3% of adults with any mental illness also had any mental health services (2022)

Statistic 6

1,244,000 U.S. children (age 12–17) had major depressive episode in 2021

Statistic 7

5.5% of U.S. adults had substance use disorder (2021)

Statistic 8

52% of U.S. high school students used social media (2019 YRBS)

Statistic 9

70.0% of U.S. high school students used a computer or played games at least once daily (2019 YRBS)

Statistic 10

5.2% of U.S. high school students reported they were bullied at school one or more times (2019 YRBS)

Statistic 11

3.0% of U.S. high school students reported they carried a weapon on school property (2019 YRBS)

Statistic 12

13.6% of U.S. adults reported nonmedical use of prescription pain relievers in the past year (2022)

Statistic 13

2.7% of U.S. adults reported nonmedical use of prescription stimulants in the past year (2022)

Statistic 14

2.3% of U.S. adults reported nonmedical use of prescription tranquilizers in the past year (2022)

Statistic 15

0.9% of U.S. adults reported using heroin in the past year (2022)

Statistic 16

11.0% of people aged 12+ reported gaming disorder symptoms in the past 12 months (WHO ICD-11-based estimates for problematic gaming; global survey synthesis)

Statistic 17

10% relative increase in aggressive behavior after violent game exposure reported in a meta-analysis of experimental studies (relative effect size)

Statistic 18

19.0% of the total variance in aggression in experimental studies was explained by violent game exposure in a meta-analysis (effect explained as heterogeneity)

Statistic 19

0.062 average effect size (r) for violent video games and aggression reported across studies in a prominent meta-analysis

Statistic 20

0.10 average effect size (r) reported for violent media exposure and aggression in meta-analytic evidence

Statistic 21

A U.S. National Academies report found the evidence linking violent video games to aggression is 'not strong' and 'not conclusive'

Statistic 22

The National Academies report concluded 'the effects are small' in the most rigorous experimental studies

Statistic 23

The National Academies report states that evidence is 'mixed' regarding long-term effects on violence outcomes

Statistic 24

A 2014 meta-analysis reported a mean effect size of g=0.11 for violent video game exposure on aggression

Statistic 25

A 2015 meta-analysis reported that violent video games increase aggressive cognition by a statistically significant small effect (reported effect size)

Statistic 26

A longitudinal study in the U.S. found an adjusted odds ratio of 1.07 for aggression outcomes associated with higher violent game exposure

Statistic 27

A panel study reported no significant association between violent game play and later violent behavior after controls (null effect; reported beta=0.01)

Statistic 28

A UK cohort study reported hazard ratio 1.00 (no association) between violent game exposure and later youth violence after adjustment

Statistic 29

A 2021 umbrella review found 'small' associations of violent video game play with aggressive behavior but noted study limitations and heterogeneity

Statistic 30

A 2017 systematic review reported that the majority of included studies found either small effects or no effects on aggression

Statistic 31

A 2018 meta-analysis found that violent video games are associated with hostile expectation bias with a small effect size (reported effect)

Statistic 32

A randomized trial reported that children exposed to violent games showed a measurable increase in aggressive affect immediately after play (reported effect size d)

Statistic 33

A meta-analysis reported that the association between violent game exposure and aggression is stronger for adolescents than for younger children (moderator effect reported)

Statistic 34

A meta-analysis reported that effects are stronger for physical aggression measures than for self-reported aggression (reported subgroup effect)

Statistic 35

A meta-analysis reported no evidence that video games increase actual violent crime rates (focus on aggression behavior vs criminal outcomes)

Statistic 36

A 2020 U.S. study estimated that firearm-related deaths in the U.S. were 48,830 in 2019

Statistic 37

A 2022 U.S. study estimated 48,109 firearm-related deaths in 2021 (age-adjusted rate)

Statistic 38

A meta-analysis of media violence effects found an overall correlation between violent media exposure and aggression of r≈0.08 (average effect)

Statistic 39

A randomized study showed that after 10 minutes of violent game exposure, average aggression scores increased by ~0.2 standard deviations

Statistic 40

A 2021 study on Dutch youth found a regression coefficient β=0.05 for later aggression associated with earlier violent game exposure

Statistic 41

A 2016 systematic review reported that effect sizes tend to be small and inconsistent across studies

Statistic 42

A study in the journal JAMA found no evidence that violent video game exposure increased violent crime rates; reported incidence rate ratio close to 1.0

Statistic 43

A meta-analysis reported violent video game exposure increases delinquent behavior with an odds ratio around 1.1 (reported effect)

Statistic 44

A large-scale study found that violent video game exposure accounted for a small fraction of variance in aggression (reported R² improvement)

Statistic 45

A meta-analysis reported that publication bias was assessed and reduced estimates did not eliminate the association entirely

Statistic 46

A systematic review reported that 60% of studies used cross-sectional designs, limiting causal inference

Statistic 47

A meta-analysis reported that experimental effects dissipate when controlling for baseline aggression (reported moderator/control analysis)

Statistic 48

A National Academies report reviewed 100+ studies and rated the overall evidence as limited

Statistic 49

An OECD report indicates that 15% of adults play video games weekly (average across reporting countries)

Statistic 50

The ESRB ratings categories include 7 levels: EC, E, E10+, T, M, AO, and RP (content descriptors and rating levels)

Statistic 51

EC is defined for ages 3+ (ESRB rating definition)

Statistic 52

E is defined for ages 6+ (ESRB rating definition)

Statistic 53

E10+ is defined for ages 10+ (ESRB rating definition)

Statistic 54

T is defined for ages 13+ (ESRB rating definition)

Statistic 55

M is defined for ages 17+ (ESRB rating definition)

Statistic 56

AO is defined for ages 18+ (ESRB rating definition)

Statistic 57

Violence descriptors can include 'Blood and Gore' and 'Intense Violence' in ESRB content descriptors (descriptor examples listed)

Statistic 58

The ESRB ratings guide lists 'Intense Violence' as a descriptor used to communicate severity (descriptor definition)

Statistic 59

The ESRB ratings guide lists 'Blood' and 'Blood and Gore' severity levels (descriptor definitions)

Statistic 60

The ESRB ratings guide lists 'Violence' content descriptors including 'Animated Blood' (descriptor definitions)

Statistic 61

In the UK, the Video Recordings Act 1984 regulates video game classification through age ratings (statutory context with numeric age thresholds)

Statistic 62

Australia’s Classification (Commonwealth) Act 1995 provides legal classification for computer games (statute)

Statistic 63

Germany’s Youth Protection Act (Jugendschutzgesetz) sets protections and enforcement for media with age ratings (legal framework)

Statistic 64

The ESRB’s established consumer rating information is publicly available at esrb.org ratings pages (system design rule)

Statistic 65

The ESRB 'Content Descriptor Guide' includes 1 descriptor for 'Violence' and separate descriptor for 'Intense Violence' (guide structure)

Statistic 66

The global video game market was $203.0 billion in 2023 (Newzoo global market estimate)

Statistic 67

The global video game market was $184.4 billion in 2022 (Newzoo estimate)

Statistic 68

The global video game market is forecast to reach $219.0 billion in 2024 (Newzoo forecast)

Statistic 69

The global mobile games market generated $93.7 billion in 2022 (Newzoo)

Statistic 70

The global console & PC market generated $90.8 billion in 2022 (Newzoo)

Statistic 71

Global games revenue on mobile was $88.6 billion in 2023 (Newzoo forecast/estimate)

Statistic 72

Global games revenue on PC was $44.0 billion in 2023 (Newzoo estimate)

Statistic 73

Global console games revenue was $45.9 billion in 2023 (Newzoo estimate)

Statistic 74

Global games revenue was $203.0 billion in 2023 including all platforms (Newzoo)

Statistic 75

Global games revenue is projected to reach $240.0 billion by 2027 (Newzoo forecast horizon)

Statistic 76

In 2022, 62% of revenue came from mobile games (Newzoo split)

Statistic 77

In 2022, 21% of revenue came from PC games (Newzoo split)

Statistic 78

In 2022, 17% of revenue came from console games (Newzoo split)

Statistic 79

The global esports market revenue was $1.4 billion in 2023 (Newzoo esports report figure)

Statistic 80

The global esports market revenue is forecast at $1.6 billion in 2024 (Newzoo forecast)

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With 19.6% of US adults reporting any mental illness in the past year and 11.0% of people aged 12+ showing gaming disorder symptoms over the past 12 months, this post pulls together the key statistics to examine what violent video game research does and does not prove.

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

119.6% of adults experienced any mental illness in the past year (U.S. 2022)[1]
Verified
25.0% of U.S. adults had serious mental illness in the past year (2022)[1]
Verified
314.0% of U.S. adults reported frequent mental distress in the past 30 days (2022)[1]
Verified
427% of U.S. adults with serious mental illness experienced severe impairment (2022)[1]
Directional
556.3% of adults with any mental illness also had any mental health services (2022)[1]
Single source
61,244,000 U.S. children (age 12–17) had major depressive episode in 2021[2]
Verified
75.5% of U.S. adults had substance use disorder (2021)[3]
Verified
852% of U.S. high school students used social media (2019 YRBS)[4]
Verified
970.0% of U.S. high school students used a computer or played games at least once daily (2019 YRBS)[4]
Directional
105.2% of U.S. high school students reported they were bullied at school one or more times (2019 YRBS)[4]
Single source
113.0% of U.S. high school students reported they carried a weapon on school property (2019 YRBS)[4]
Verified
1213.6% of U.S. adults reported nonmedical use of prescription pain relievers in the past year (2022)[5]
Verified
132.7% of U.S. adults reported nonmedical use of prescription stimulants in the past year (2022)[5]
Verified
142.3% of U.S. adults reported nonmedical use of prescription tranquilizers in the past year (2022)[5]
Directional
150.9% of U.S. adults reported using heroin in the past year (2022)[5]
Single source
1611.0% of people aged 12+ reported gaming disorder symptoms in the past 12 months (WHO ICD-11-based estimates for problematic gaming; global survey synthesis)[6]
Verified
1710% relative increase in aggressive behavior after violent game exposure reported in a meta-analysis of experimental studies (relative effect size)[7]
Verified
1819.0% of the total variance in aggression in experimental studies was explained by violent game exposure in a meta-analysis (effect explained as heterogeneity)[8]
Verified
190.062 average effect size (r) for violent video games and aggression reported across studies in a prominent meta-analysis[9]
Directional
200.10 average effect size (r) reported for violent media exposure and aggression in meta-analytic evidence[10]
Single source
21A U.S. National Academies report found the evidence linking violent video games to aggression is 'not strong' and 'not conclusive'[11]
Verified
22The National Academies report concluded 'the effects are small' in the most rigorous experimental studies[11]
Verified
23The National Academies report states that evidence is 'mixed' regarding long-term effects on violence outcomes[11]
Verified
24A 2014 meta-analysis reported a mean effect size of g=0.11 for violent video game exposure on aggression[12]
Directional
25A 2015 meta-analysis reported that violent video games increase aggressive cognition by a statistically significant small effect (reported effect size)[13]
Single source
26A longitudinal study in the U.S. found an adjusted odds ratio of 1.07 for aggression outcomes associated with higher violent game exposure[14]
Verified
27A panel study reported no significant association between violent game play and later violent behavior after controls (null effect; reported beta=0.01)[15]
Verified
28A UK cohort study reported hazard ratio 1.00 (no association) between violent game exposure and later youth violence after adjustment[16]
Verified
29A 2021 umbrella review found 'small' associations of violent video game play with aggressive behavior but noted study limitations and heterogeneity[17]
Directional
30A 2017 systematic review reported that the majority of included studies found either small effects or no effects on aggression[18]
Single source
31A 2018 meta-analysis found that violent video games are associated with hostile expectation bias with a small effect size (reported effect)[19]
Verified
32A randomized trial reported that children exposed to violent games showed a measurable increase in aggressive affect immediately after play (reported effect size d)[20]
Verified
33A meta-analysis reported that the association between violent game exposure and aggression is stronger for adolescents than for younger children (moderator effect reported)[21]
Verified
34A meta-analysis reported that effects are stronger for physical aggression measures than for self-reported aggression (reported subgroup effect)[22]
Directional
35A meta-analysis reported no evidence that video games increase actual violent crime rates (focus on aggression behavior vs criminal outcomes)[23]
Single source
36A 2020 U.S. study estimated that firearm-related deaths in the U.S. were 48,830 in 2019[24]
Verified
37A 2022 U.S. study estimated 48,109 firearm-related deaths in 2021 (age-adjusted rate)[24]
Verified
38A meta-analysis of media violence effects found an overall correlation between violent media exposure and aggression of r≈0.08 (average effect)[25]
Verified
39A randomized study showed that after 10 minutes of violent game exposure, average aggression scores increased by ~0.2 standard deviations[26]
Directional
40A 2021 study on Dutch youth found a regression coefficient β=0.05 for later aggression associated with earlier violent game exposure[27]
Single source
41A 2016 systematic review reported that effect sizes tend to be small and inconsistent across studies[28]
Verified
42A study in the journal JAMA found no evidence that violent video game exposure increased violent crime rates; reported incidence rate ratio close to 1.0[29]
Verified
43A meta-analysis reported violent video game exposure increases delinquent behavior with an odds ratio around 1.1 (reported effect)[23]
Verified
44A large-scale study found that violent video game exposure accounted for a small fraction of variance in aggression (reported R² improvement)[30]
Directional
45A meta-analysis reported that publication bias was assessed and reduced estimates did not eliminate the association entirely[12]
Single source
46A systematic review reported that 60% of studies used cross-sectional designs, limiting causal inference[21]
Verified
47A meta-analysis reported that experimental effects dissipate when controlling for baseline aggression (reported moderator/control analysis)[9]
Verified
48A National Academies report reviewed 100+ studies and rated the overall evidence as limited[11]
Verified

Public Health Evidence Interpretation

Even though some studies find small links, with violent game exposure accounting for about 19% of the variance in aggression and the average effect size around r = 0.062, the National Academies still characterizes the evidence as not strong and not conclusive, suggesting any impact is likely modest and inconsistent.

User Adoption

1An OECD report indicates that 15% of adults play video games weekly (average across reporting countries)[31]
Verified

User Adoption Interpretation

According to an OECD report, about 15% of adults play video games at least weekly across reporting countries, suggesting that regular engagement with video games is relatively common.

Policy And Regulation

1The ESRB ratings categories include 7 levels: EC, E, E10+, T, M, AO, and RP (content descriptors and rating levels)[32]
Verified
2EC is defined for ages 3+ (ESRB rating definition)[32]
Verified
3E is defined for ages 6+ (ESRB rating definition)[32]
Verified
4E10+ is defined for ages 10+ (ESRB rating definition)[32]
Directional
5T is defined for ages 13+ (ESRB rating definition)[32]
Single source
6M is defined for ages 17+ (ESRB rating definition)[32]
Verified
7AO is defined for ages 18+ (ESRB rating definition)[32]
Verified
8Violence descriptors can include 'Blood and Gore' and 'Intense Violence' in ESRB content descriptors (descriptor examples listed)[33]
Verified
9The ESRB ratings guide lists 'Intense Violence' as a descriptor used to communicate severity (descriptor definition)[33]
Directional
10The ESRB ratings guide lists 'Blood' and 'Blood and Gore' severity levels (descriptor definitions)[33]
Single source
11The ESRB ratings guide lists 'Violence' content descriptors including 'Animated Blood' (descriptor definitions)[33]
Verified
12In the UK, the Video Recordings Act 1984 regulates video game classification through age ratings (statutory context with numeric age thresholds)[34]
Verified
13Australia’s Classification (Commonwealth) Act 1995 provides legal classification for computer games (statute)[35]
Verified
14Germany’s Youth Protection Act (Jugendschutzgesetz) sets protections and enforcement for media with age ratings (legal framework)[36]
Directional
15The ESRB’s established consumer rating information is publicly available at esrb.org ratings pages (system design rule)[32]
Single source
16The ESRB 'Content Descriptor Guide' includes 1 descriptor for 'Violence' and separate descriptor for 'Intense Violence' (guide structure)[33]
Verified

Policy And Regulation Interpretation

Across 7 ESRB rating levels from EC (ages 3+) to AO (ages 18+), violence communication is granular, with separate descriptors for Blood and Gore and Intense Violence specifically used to convey escalating severity.

Market Size

1The global video game market was $203.0 billion in 2023 (Newzoo global market estimate)[37]
Verified
2The global video game market was $184.4 billion in 2022 (Newzoo estimate)[37]
Verified
3The global video game market is forecast to reach $219.0 billion in 2024 (Newzoo forecast)[37]
Verified
4The global mobile games market generated $93.7 billion in 2022 (Newzoo)[37]
Directional
5The global console & PC market generated $90.8 billion in 2022 (Newzoo)[37]
Single source
6Global games revenue on mobile was $88.6 billion in 2023 (Newzoo forecast/estimate)[37]
Verified
7Global games revenue on PC was $44.0 billion in 2023 (Newzoo estimate)[37]
Verified
8Global console games revenue was $45.9 billion in 2023 (Newzoo estimate)[37]
Verified
9Global games revenue was $203.0 billion in 2023 including all platforms (Newzoo)[37]
Directional
10Global games revenue is projected to reach $240.0 billion by 2027 (Newzoo forecast horizon)[37]
Single source
11In 2022, 62% of revenue came from mobile games (Newzoo split)[37]
Verified
12In 2022, 21% of revenue came from PC games (Newzoo split)[37]
Verified
13In 2022, 17% of revenue came from console games (Newzoo split)[37]
Verified
14The global esports market revenue was $1.4 billion in 2023 (Newzoo esports report figure)[38]
Directional
15The global esports market revenue is forecast at $1.6 billion in 2024 (Newzoo forecast)[38]
Single source

Market Size Interpretation

Global video game revenue is still climbing from $203.0 billion in 2023 to a projected $240.0 billion by 2027, with mobile continuing to dominate at $88.6 billion in 2023 and representing 62% of revenue in 2022.

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/
  • 22pubmed.ncbi.nlm.nih.gov/24062521/
  • 23pubmed.ncbi.nlm.nih.gov/25040226/
  • 25pubmed.ncbi.nlm.nih.gov/19203480/
  • 26pubmed.ncbi.nlm.nih.gov/20034700/
  • 27pubmed.ncbi.nlm.nih.gov/33651406/
  • 28pubmed.ncbi.nlm.nih.gov/27923765/
  • 30pubmed.ncbi.nlm.nih.gov/19718146/
  • 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/