Close Menu
  • News
    • AI
    • Crypto
    • Stock
    • Tech
    • Social Media
  • Statistics
    • Technology and Innovation
    • Companies
    • General
    • Smart Gadgets
    • Software
    • Accessories
    • Work and Productivity
  • PR
Facebook X (Twitter) Instagram
  • Home
  • About
  • Contact Us
  • Privacy Statement
Facebook X (Twitter) LinkedIn
Coolest GadgetsCoolest Gadgets
  • News
    1. AI
    2. Crypto
    3. Stock
    4. Tech
    5. Social Media
    6. View All

    Taiwan’s Wistron Shifts U.S. Focus to AI Servers with Major California Investment

    July 17, 2025

    Nvidia Sees Path Forward in China with U.S. Licenses for AI-Ready H20 Chips

    July 16, 2025

    Samsung, SK Hynix in Crosshairs as South Korea Seeks U.S. Tariff Relief

    July 14, 2025

    Nvidia Unveils AI That Can Reason Over Hour-Long Videos, Beating GPT-4o in Key Tasks

    July 14, 2025

    Elliptic Launches Industry-First Data Fabric Service for Crypto Intelligence

    June 25, 2025

    Team Heretics Launches First Native Blockchain Wallet Integration in Esports Store

    June 19, 2025

    Bitcoin (BTC) Price: Options Market Skew Turns Positive as Traders Bet on Rebound

    June 17, 2025

    Cardano (ADA) Price: Technical Analysis Shows Testing of Key $0.62 Support Level

    June 17, 2025

    Ola Electric Ltd (OLAELEC.BO)Stock; Gains 18% After Revealing Bold FY26 Sales Targets

    July 14, 2025

    Alibaba Group (BABA) Stock; Climbs 1.27% in Pre-Market After Delivery Record Orders

    July 14, 2025

    CoreWeave, Inc. (CRWV) Stock: Drops 9% After $9B Core Scientific Deal

    July 13, 2025

    Nvidia Corporation (NVDA) Stock: CEO Jensen Huang Sells $36M Amid Soaring Net Worth

    July 13, 2025

    Jack Dorsey Funds Next-Gen Social Media Apps to Break Big Tech’s Grip

    July 17, 2025

    FAW-Alibaba Joint Lab Targets Smarter Cars with Tailored AI Models

    July 16, 2025

    China’s BYD Expands Saudi Footprint Amid Tesla’s Market Entry

    July 14, 2025

    Texas Rocket Startup Firefly Files for Nasdaq IPO, Betting Big on $1.1B Backlog

    July 13, 2025

    TikTok Launches AI Avatars to Replace Human Influencers in Advertising

    June 16, 2025

    Jack Dorsey Funds Next-Gen Social Media Apps to Break Big Tech’s Grip

    July 17, 2025

    Taiwan’s Wistron Shifts U.S. Focus to AI Servers with Major California Investment

    July 17, 2025

    Nvidia Sees Path Forward in China with U.S. Licenses for AI-Ready H20 Chips

    July 16, 2025

    FAW-Alibaba Joint Lab Targets Smarter Cars with Tailored AI Models

    July 16, 2025
  • Statistics
    1. Technology and Innovation
    2. Companies
    3. General
    4. Smart Gadgets
    5. Software
    6. Accessories
    7. Work and Productivity
    8. View All

    DJI Statistics By Usage, Industry, Market and Sales Analysis (2025)

    June 13, 2025

    Amazon Echo Statistics By User, Website Traffic, Device Usage And Facts (2025)

    June 13, 2025

    Amazon Echo vs. Google Nest Statistics – Which is Better? (2025)

    June 13, 2025

    HTC Vive vs Oculus Rift Statistics – Which is Better? (2025)

    June 12, 2025

    Apple iPod Statistics By Usage And Revenue (2025)

    June 13, 2025

    Amazon Echo vs. Google Nest Statistics – Which is Better? (2025)

    June 13, 2025

    Fujifilm vs. Panasonic Lumix Statistics – Which is Better? (2025)

    June 13, 2025

    Bose Soundbar vs Sonos Beam Statistics – Which is Better? (2025)

    May 30, 2025

    Generation Alpha Statistics and Facts (2025)

    March 20, 2025

    Technology Addiction Statistics By Demographics, Social Media and Facts

    March 7, 2025

    Social Worker Burnout Statistics By Mental Health, Impacts, Demographics and Facts

    February 28, 2025

    Media And Entertainment Industry Statistics By Region, Market Leaders, Revenue, Usage, Country and Trends

    February 20, 2025

    DJI Statistics By Usage, Industry, Market and Sales Analysis (2025)

    June 13, 2025

    Amazon Echo Statistics By User, Website Traffic, Device Usage And Facts (2025)

    June 13, 2025

    Amazon Echo vs. Google Nest Statistics – Which is Better? (2025)

    June 13, 2025

    Garmin vs. Apple Watch for Fitness Statistics – Which is Better? (2025)

    May 30, 2025

    Slack vs. Ryver Statistics – Which is Better? (2025)

    June 5, 2025

    Notion vs. Evernote Statistics – Which is Better? (2025)

    June 5, 2025

    Ahrefs vs SEMrush Statistics – Which is Better? (2025)

    June 5, 2025

    VS Code vs JetBrains IntelliJ Statistics – Which is Better? (2025)

    June 5, 2025

    Canon vs. Nikon DSLR Statistics – Which is Better? (2025)

    June 2, 2025

    Garmin vs. Apple Watch for Fitness Statistics – Which is Better? (2025)

    May 30, 2025

    Dell XPS vs MacBook Pro Statistics – Which is Better? (2025)

    May 29, 2025

    Samsung vs. Apple Smartphone Statistics – Which is Better? (2025)

    May 28, 2025

    Trello Vs. Asana Statistics – Which Is Better? (2025)

    June 4, 2025

    (Bring Your Own Device) BYOD Statistics By Security, Work, Adoption, Benefits and Facts

    April 9, 2025

    Workforce Automation Statistics and Facts (2025)

    February 28, 2025

    Workplace Distraction Statistics and Facts (2025)

    February 28, 2025

    DJI Statistics By Usage, Industry, Market and Sales Analysis (2025)

    June 13, 2025

    Amazon Echo Statistics By User, Website Traffic, Device Usage And Facts (2025)

    June 13, 2025

    Apple iPod Statistics By Usage And Revenue (2025)

    June 13, 2025

    Chromecast Statistics By Security And Facts (2025)

    June 13, 2025
  • PR
Coolest GadgetsCoolest Gadgets
Gaming

Video Game Violence Statistics and Facts

Joseph D'SouzaBy Joseph D'SouzaAugust 29, 2024Updated:January 2, 2025No Comments14 Mins Read
Facebook Twitter Pinterest LinkedIn Tumblr Email

Introduction

Contents

  • Introduction
  • Editor’s Choice
  • Video Game Violence Statistics
  • Violent Video Games Can Increase Aggression Study
  • Evidence of Increased Aggression in Youth Playing Violent Video Games
  • Most Popular Fighting Games Statistics
  • Most Addictive Video Games Statistics
  • Global Video Game Industry Statistics
  • Video Games Industry Statistics
  • Conclusion

Video Game Violence Statistics: Playing video games is a popular activity for people of all ages. The video game industry is very profitable, making more money than movies and DVDs. Interestingly, the median female population spends the most time playing video games, while men sometimes spend half a day or even the whole day playing. Teenagers typically spend more time gaming than adults. Video games have become very realistic and addictive for young people.

Some video games require an internet connection, allowing kids and adults to play and communicate with unknown peers. While video games were initially created for entertainment, many kids now easily become addicted to them. In this article, let’s delve into the statistics of video game violence.

Editor’s Choice

  • Roughly 97% of youngsters are busy with games, and 85% of them prefer playing violent games.
  • Additionally, the amount of time spent playing video games was associated with lower academic grades in college.
  • A survey conducted by a high school stated that exposure to violence in video games is directly related to their behavior and thoughts and increases as time passes.
  • Out of the 3,034 students who responded, there was a greater number of kids involved in playing violent games and who showed a great tendency for negative behavior.
  • According to a study, more than 50% of all video games rated by the ESRB contain violence, including 90% of those rated as approved for kids under ten years of age.
  • Roughly 1.8 million copies of the game named Pokken Tournament DX are sold all over the world.
  • Even brief exposure to such games can temporarily raise aggression levels in all types of participants.
  • The video game industry has had almost USD 152 billion in past years worldwide.
  • In 2020, Minecraft had almost 200 million copies sold globally.
  • Cloud gaming is predicted to value almost USD 1 billion in revenue in 2024.
  • In 2020, the worldwide eSports industry revenue was almost USD 947.1 million.
  • During the COVID-19 pandemic, people between 35 and 44 years old downloaded the most games on their smartphones.
  • In 2020, there were almost 3.1 billion gamers globally active.

You May Also Like To Read

  • Popular Google Doodle Games
  • Xbox Statistics
  • Hot Wheels Statistics
  • Nintendo Statistics
  • LEGO Statistics
  • Golden State Warriors Statistics
  • Gaming Consoles Statistics
  • Gaming Monitor Statistics

Video Game Violence Statistics

  • Just 8% of the participants think that there is a direct link between violent kids and violent video games.
  • Nearly 49% of adults in the United States play video games, while only 10% consider themselves gamers.
  • The mass shooting offenders that were school-going kids at the time of the peak of violent video game play showed an almost 28% decrease in the violence rate as compared to other groups.
  • According to a survey done in the United States, exposing children to violent video games was directly related to violence-related behavior and change in attitude, even though it was at a basic level.
  • The likelihood of aggressive behavior grows by almost 10% to 20% by playing violent video games.
  • According to a study conducted with 244 participants, subjects who played violent games showed a downfall in prosocial behavior, moral values, and also in showing empathy.
  • In a survey conducted with around 3,034 children and teens, 50% of them played video games, and those who used to play violent video games were more prone to being sent to the principal’s office for starting fights at school.
  • According to a survey by the Pew Research Centre, almost 53% of adults don’t think that there is a connection between violent video games and real-life violence.
  • As per a study, people who played a violent video game for three back-to-back days showed growth in aggressive behavior and unfriendly expectations every day they played.
  • Grand Theft Auto V was the most popular and profitable entertainment product of old times, despite the issues about its depiction of violence.
  • Just 4% of the violent crimes are committed by youngsters that are attributed to playing violent video games.
  • Almost 52% of gamers believe that violent video games develop teamwork and communication.
  • Near 71% of the parents give support to the mandatory rating system for video games that are based on their violence level.
  • Due to huge demand, violent video game sales grew by almost 204% between 2005 and 2020.

Violent Video Games Can Increase Aggression Study

  • Research conducted by the American Psychological Association suggests that playing violent video games could lead to increased aggression. This could have implications for individuals’ behavior in both controlled settings and real life.
  • The studies published in the APA’s Journal of Personality and Social Psychology indicate that habitual players of violent video games may be more prone to aggressive behavior.
  • Even brief exposure to such games can temporarily raise aggression levels in all types of participants.
  • In one study involving 227 college students, those who reported playing more violent video games during their junior and high school years were found to engage in more aggressive behavior.
  • Additionally, the amount of time spent playing video games was associated with lower academic grades in college.
  • Another study with 210 college students found that those who played a violent video game penalized a rival for a long period as compared to those who played a nonviolent game.
  • Researchers emphasize that violent video games provide a platform for learning and practicing aggressive solutions to conflict situations.
  • The interactive nature of video games makes them potentially more influential than violent television and movies.

In summary, the research suggests that the effects of violent video games on aggression could be significant, particularly for individuals who play them habitually. This could have implications for understanding and addressing aggressive behavior in society.

Evidence of Increased Aggression in Youth Playing Violent Video Games

Research Published and Done by Cleveland State Universality. Is there Evidence of Greater Aggressive Behavior in Youth Ages 11-18 who play Violent Video Games?

Introduction

  • Over the past 30 years, more young people have been involved in violence, including both bullying at school and online.
  • Shockingly, there’s now a school or mass shooting nearly every couple of months, a trend that started a few decades ago.
  • At the same time, violent video games have become more popular.
  • According to Harvard Health, 97% of American teenagers play video games, and 66% of these games contain violent content.
  • This research paper aims to explore whether playing violent video games is linked to aggressive behavior in middle and high school students aged 11 to 18.
  • We’ll use scientific data and experiments to examine the relationship between violent video games and aggressive actions.
  • By understanding how much these games impact youth behavior, we can figure out how to decrease aggression in society.

problem behaviour and m rated games

skin response

Results

  • A study from 2008 by Kutner and Olsen showed that 51% of boys who play mature-rated (M-rated) video games have been in a physical fight, and 60% have assaulted someone. In contrast, only 28% of boys who do not play these games have been in fights, and 39% have assaulted someone. Among girls, 40% playing M-rated games have fought physically, and 49% have assaulted someone, compared to 14% and 29% respectively among those who don’t play these games.
  • Another study by Anderson et al. in 2004 found that people playing violent video games for 20 minutes showed lower heart rates and less skin sweating compared to those who watched violent footage. This suggests they were calmer during and after playing the games.
  • In a third study, participants playing “Doom,” a shooting game, were more likely to associate themselves with aggression than those playing “Mahjongg,” a puzzle game. This was measured using a test that compared quick reactions to words related to peace or aggression. The closer the scores were to zero, the more players associated themselves with aggression.

Test Conclusion

  • Research shows that playing violent video games is linked to more aggressive behavior in young players.
  • Studies, like the one by Kunter and Olsen in 2008, found that youths playing these games are more likely to engage in physical fights and bullying.
  • Anderson’s research indicates that these games make players less sensitive to violence and affect their psychological state.
  • According to Uhlmann and Swanson, even 20 minutes of playing violent games can make players feel more aggressive.
  • There is a need to raise awareness and reduce the acceptance and playing of violent video games among young people.

You May Also Like To Read

  • Gaming Earbuds Statistics
  • Video Game Violence Statistics
  • Baltimore Ravens Statistics
  • Texas Rangers Statistics
  • Houston Astros Statistics
  • Pittsburgh Pirates Statistics
  • Fortnite Player Count Statistics
  • Buffalo Bills Statistics

Most Popular Fighting Games Statistics

  • Almost 1.8 million copies of the game named Pokken Tournament DX are sold globally.
  • The BlazBlue: Cross Tag Battle sold more than 85,000 copies in the one month after its release in Japan.
  • The SoulCalibur VI has attained sales of 1 million all over the world in less than one year after its release.
  • Globally, Arms for Nintendo Switch has sold almost 2 million units all over the world.
  • Guilty Gear Xrd REV 2 was at the top of Steam’s worldwide best-seller list almost within four hours of its release.
  • The Virtua Fighter is one of the first 3D fight games, having debuted in 1993. Thousands of copies are being sold.
  • Mortal Kombat X was the highest-selling fight game, with almost 11 million copies.
  • Super Smash Bros for Wii U has almost 1.5 million active users monthly.
  • Globally, the King of the Fighters XIV has sold almost 800,000 copies.
  • The Injustice 2 was downloaded almost 10 million times on many Android devices.
  • The Tekken 7 had almost 7 million copies of sales globally.
  • In 2022, the Street Fighters V boasts a player base of almost 6.1 million.
  • Within the release of Mortal Kombatt 11, nearly 8 million copies were sold out.
  • Brawlhalla had almost 73 million registered users in November 2021.
  • Super Smash Bros. Ultimate has sold nearly 19.99 million copies worldwide and has a huge fan base.

Most Addictive Video Games Statistics

  • According to video game violence statistics, almost 8.5% of teenagers in the United States exhibited pathological video use.
  • World Health Organization predicts that almost 3% of all gamers globally struggle with gaming disorders.
  • According to the Oxford study, video games like Animal Crossing are not dangerous for most teenagers.
  • One adolescent from India died due to a heart attack after playing PUBG for six consecutive hours, which highlighted the potential dangers of excessive playing of games.
  • Roughly 86% of the participants in the survey believed that video games could be addictive.
  • Call of Duty: Mobile has crossed nearly 300 million downloads in its first year of release despite the debate over promoting welfare.
  • Almost 22% of the popular video games have the imagination of tobacco, in a direct way of promoting smoking to its players.
  • According to a survey by Super Awesome, 96% of children in the United States play mobile games, and almost 78% play games online, and most of them may have unsuitable content.
  • Roughly 50% of parents have seen that it’s difficult to control their kids’ screen time during the COVID-19 pandemic.
  • The gaming industry is predicted to have a value of almost USD 159 billion in 2020 and has faced issues with violence and addiction.
  • Minecraft has almost 140 million active players every month, despite the problems with online sharks in the game.
  • Grand Theft Auto V was the most popular and profitable entertainment product of old times, despite the issues about its depiction of violence.
  • Nearly 22% of parents are worried about the amount of violence in the video games that their kids play.
  • A multiplayer online game has already been recognized as a platform where cyberbullying can take place. In December 2020, it had almost 500 million players.
  • Virtually 97% of children in the United States between 12- and 17-years old play video games, and almost 50% of the top popular and favorite games contain violence.
  • PlayerUnknown’s Battlegrounds (PUBG) has been downloaded by roughly 200 million people and has been banned in many countries because of its violent outlay.
  • WHO has declared gaming addiction as a disease, and that portrays the effective dangers of the games.
  • According to a survey conducted in the United Kingdom, almost 50% of kids between 5 years and 16 years old play Roblox, which is stated as potentially dangerous by many parents.
  • Fortnite is an online battle royale game that is often dubbed one of the most dangerous because it is very addictive.

Global Video Game Industry Statistics

  • The worldwide video games industry is predicted to be valued at almost USD 200 billion by 2023, due to the increasing popularity of mobile games.
  • Mobile games had the highest download of almost 2.8 million concurrent players in February 2022.
  • In 2025, the Consumer VR software was projected to increase from USD 2.2 billion to USD 19.0 billion.
  • Cloud gaming is a unique form of gaming and is predicted to be worth almost USD 1 billion in revenue in 2024.
  • In 2020, the largest age group playing video games was those between 35 and 44 in the United States, making up 21% of the total players.
  • The number of active virtual reality users all over the world is estimated to be 171 million in 2021.
  • The median age group of playing video games was 35 years to 44 years in 2021.
  • Minecraft was almost 200 million copies sold across the platforms in August 2020.
  • In 2020, STEM experienced almost 296 video games every month on average.
  • Roughly 21% of gamers had bought video games to stay connected with their friends during the COVID-19 pandemic in the United States.
  • In 2020, the worldwide eSports industry was valued at USD 947.1 million.
  • Video game selling increased by almost 35% as the pandemic lockdown measures were made liable in 2020.
  • In 2020, almost 43% of all the Android or iPhone games were downloaded by females.
  • In 2020, almost 27.5% of all mobile users played mobile games regularly.
  • In August 2020, there were almost 3.1 billion gamers active globally.
  • In 2020, the Asia Pacific region had the biggest video game industry, accounting for almost 50% of the worldwide revenue.
  • The worldwide video game market was valued at almost USD 152 billion.

Kids and teenagers can become more involved in violent video games. They may need help to control the time they spend playing those games. They may withstand their parents’ efforts to limit their video games. Spending more time playing video games can result in the following:

  • They have little time to socialize with their friends and family.
  • Poor social skills.
  • Getting away from family time, school activities, and other hobbies.
  • Low academic grades
  • Less interest in reading and activities related to academics.
  • Low on energy and interest in exercising and become overweight.
  • Lowered sleep and poor-quality sleep
  • Violent thoughts and reactions.

You May Also Like To Read

  • Mobile Games Statistics
  • Steam Statistics
  • Video Gaming Statistics
  • Simulation Games Statistics
  • Surprising Pokémon Statistics
  • PlayStation Statistics
  • Minecraft Statistics
  • Board Game Statistics
  • esports statistics

Video Games Industry Statistics

  • In the United States, nearly 53% of people over 20 buy video games from Amazon, making it the most famous platform for video games.
  • The median age of video game players is growing, with almost 36% of them between 18 and 34 and almost 6% of them 65 and above.
  • Ontario had the biggest video game market, with nearly 235 organizations, of which 135 were small organizations with nearly five workers.
  • Quebec had the biggest focus of video game market workers in Canada, with nearly 13,500 employees in 2021.
  • Downloads of PC and console games have almost 58% share of sale volume in Germany in 2020.
  • EA Sports FIFA 23 was the top-selling video game in 2022 in Germany, and Quarry was the least-selling new game.
  • The video games industry has witnessed a noteworthy growth in value that almost doubled in 2021 in France.
  • 19% of the video gamers in Germany are between 50 and 59 years old, which is a high rank of players.

Conclusion

The video game violence statistics in this article state that there is a wide range of different opinions and surveys on the effects of violent video games. Several studies have surveyed and found links between the type of games people play and aggressive behavior, and others suggest that the connections are not that strong and effective. Teenagers and violent video games mostly play video games that affect their mindset from a very young age. The effects of such violent behaviors can be destructive for their future.

Many gamers also feel that violent games can promote communication skills and teamwork. It shows that more surveys need to be done before coming to a particular request.

Share. Facebook Twitter Pinterest LinkedIn Tumblr Email
Joseph D'Souza
  • Website
  • Facebook
  • Instagram
  • LinkedIn

Joseph D'Souza started Coolest Gadgets in 2005 to share his love for tech gadgets. It has since become a popular tech blog, famous for detailed gadget's reviews and companies statistics. Joseph is committed to providing clear, well-researched content, making tech easy to understand for everyone. Coolest Gadgets is a trusted source for tech news, loved by both tech fans and beginners.

Related Posts

DJI Statistics By Usage, Industry, Market and Sales Analysis (2025)

June 13, 2025

Amazon Echo Statistics By User, Website Traffic, Device Usage And Facts (2025)

June 13, 2025

Apple iPod Statistics By Usage And Revenue (2025)

June 13, 2025
Add A Comment

Comments are closed.

Jack Dorsey Funds Next-Gen Social Media Apps to Break Big Tech’s Grip

Tech July 17, 2025

TLDRs Jack Dorsey has committed $10 million to build open-source apps challenging Big Tech’s control…

Taiwan’s Wistron Shifts U.S. Focus to AI Servers with Major California Investment

July 17, 2025

Nvidia Sees Path Forward in China with U.S. Licenses for AI-Ready H20 Chips

July 16, 2025

FAW-Alibaba Joint Lab Targets Smarter Cars with Tailored AI Models

July 16, 2025

Coolest-Gadgets

Founded in 2005, Coolest-Gadgets.com is a trusted source for news & data-driven insights on technology, gadgets, and industry trends. We provide free, in-depth statistical data on electronics, innovation, companies, productivity, and more—helping readers make informed decisions.

Site Links
  • Laptop Statistics
  • iPhone Statistics
  • Apple Watch Statistics
  • iPhone Vs. Android Statistics
  • Popular Google Doodle Games
  • Coca-Cola Statistics
  • McDonald’s Statistics
  • Tinder Statistics
  • Yelp Statistics
  • Linux Statistics
Site Links
  • About
  • Privacy Policy
  • Terms and Conditions
  • GDPR Policy
  • Expert Peer Review Process
  • Editorial Guidelines
  • Disclaimer
  • Privacy Statement
  • Contact Us
Categories
  • Gadgets
  • Companies
  • Smart Gadgets
  • Accessories
  • Gaming
  • Media and Entertainment
  • Software
  • Health and Fitness
  • Finance
  • E-Commerce and Retail
  • Household
  • Statistics
Coolest-Gadgets™ Copyright © 2005 - 2025 Kooc Media Ltd. All rights reserved. Registered Company No.05695741
Network: Moneycheck - Finance News / Blockonomi - Crypto News / CoinCentral - Crypto News

Type above and press Enter to search. Press Esc to cancel.