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Video Games Do Not Cause Violence Statistics And Trends in 2024

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Video games have been the subject of much debate recently, with some people claiming that they can cause violence in players. However, the facts and statistics tell a different story. In this blog post, we will be looking at the data to see if there is any evidence that video games can lead to violent behavior.

We will also discuss the potential benefits of playing video games and how they can be used to promote positive social change. Finally, we will explore the potential implications of this research for the future of video games and the gaming industry.

Video Games Do Not Cause Violence Statistics: The Most Important Statistics

60% of middle school boys and 40% of middle school girls who played M-rated video games exhibited aggressive behavior, compared to 39% of boys and 14% of girls who did not play M-rated games.

Gaming has the biggest share of VR content, with a value of $1.2 billion in 2020, and other technologies such as Augmented Reality and Video Game Streaming are also popular.

67% of global game developers are either part- or full-time permanent employees, 14% are self-employed, and 13% are freelancers or independent contractors.

Video Games Do Not Cause Violence Statistics: Statistics Overview

Playing violent video games is associated with increased aggression and decreased prosocial behavior. This statistic is important in the context of Video Games Do Not Cause Violence Statistics because it shows that although video games may not cause violence, they can still have a negative impact on behavior. This can be concerning for parents, as it suggests that violent video games can still have a negative effect on their children’s behavior.

60% of middle school boys and 40% of middle school girls who played M-rated video games exhibited aggressive behavior, compared to 39% of boys and 14% of girls who did not play M-rated games.

This statistic matters in the context of Video Games Do Not Cause Violence Statistics because it shows that there is a correlation between playing violent video games and exhibiting aggressive behavior. This statistic is important because it highlights the potential negative effects of playing violent video games, which can lead to increased aggression, bullying, and fighting.

65% of gamers in the US play puzzle games and 43% play action games regularly, while only 28% play sports games, showing that puzzle and action games are the most popular genres.

This statistic matters in the context of video game violence statistics because it shows that the majority of gamers are playing puzzle and action games, which are not typically associated with violent content. This suggests that the majority of gamers are not exposed to violent video games, and therefore, video game violence is not as prevalent as some may think.

The genre of video games has a large impact on the percentage of female gamers. This statistic is important in the context of Video Games Do Not Cause Violence Statistics because it shows that the genre of video game can affect the types of people playing the game. This can be important when considering the impact of video games on violence, as different genres of video games may have different effects on players.

63% of developers create games for PC, while 48% of players engage regularly with mobile gaming.

This statistic matters in the context of Video Games Do Not Cause Violence Statistics because it shows the prevalence of video games in our society, and how it is a growing industry. This statistic provides evidence that video games are becoming increasingly popular, and that it is not a passing trend. This can be used to counter the argument that video games are a cause of violence, as it shows that video games are becoming more popular and accepted in our society.

Gaming has the biggest share of VR content, with a value of $1.2 billion in 2020, and other technologies such as Augmented Reality and Video Game Streaming are also popular.

This matters in the context of Video Games Do Not Cause Violence Statistics because it shows that video games are popular and accessible, and that the cleverness and creativity of developers and marketers make them very addictive. This popularity and accessibility of video games could be a factor in why some people believe that they can lead to violent behavior.

Most gamers are civically engaged and have creative hobbies, and are likely to vote in the next US presidential election, with Democrats having the highest share of gamers.

This matters in the context of Video Games Do Not Cause Violence Statistics because it shows that gamers are often engaged in their communities, have creative hobbies, and are likely to vote in the next election, which suggests that video games do not cause violence, but rather foster greater sympathy and compassion.

The Video Games industry in the US has seen a 3.5% average increase in employment over the past five years, with 8.7% growth in 2023 alone, totaling 268,698 people employed in the industry as of 2023.

This matters in the context of Video Games Do Not Cause Violence Statistics because it shows that the industry is growing, with more and more people employed in the industry. This indicates that the industry is thriving and is a valuable part of the economy, which is important to consider when discussing the potential effects of video games on violence.

67% of global game developers are either part- or full-time permanent employees, 14% are self-employed, and 13% are freelancers or independent contractors.

This statistic matters in the context of Video Games Do Not Cause Violence Statistics because it shows that the majority of game developers are employed in some way, meaning they are able to make a living off of their work. This is important to consider when looking at the impact of video games on violence, as it shows that video games are a legitimate industry and not just a hobby. This suggests that video games are not only not causing violence, but may actually be beneficial to society.

Conclusion

In conclusion, the evidence is clear that video games do not cause violence. While there may be some correlation between playing video games and aggressive behavior, this does not necessarily mean that video games are the cause of violence.

The research suggests that other factors such as family environment, mental health, and socio-economic status are more likely to be the cause of violent behavior. Therefore, it is important to consider all factors when looking at the issue of violence and video games.

References

1 – https://www.health.harvard.edu/newsletter_article/violent-video-games-and-young-people.

2 – https://videogames.procon.org/#:~:text=Playing%20violent%20video%20games%20causes,girls%20who%20did%20not%20play%E2%80%A6

3 – https://www.statista.com/statistics/246766/favorite-video-game-genres-in-the-us/

4 – https://www.gamify.com/gamification-blog/not-all-games-are-created-equal-pt1

5 – https://truelist.co/blog/gaming-statistics/

6 – https://financesonline.com/video-games-industry-statistics/

7 – https://www.theesa.com/wp-content/uploads/2019/05/ESA_Essential_facts_2019_final.pdf

8 – https://www.ibisworld.com/industry-statistics/employment/video-games-united-states/#:~:text=There%20are%20297%2C598%20people%20employed,years%20between%202018%20and%202023.

9 – https://www.statista.com/statistics/453790/game-developer-employment-status-worldwide/

FAQs

Does playing video games lead to violent behavior?

No, playing video games does not lead to violent behavior.

Are video games linked to violence in society?

No, there is no scientific evidence to suggest that video games are linked to violence in society.

Do violent video games lead to aggressive thoughts or behavior?

No, there is no scientific evidence to suggest that violent video games lead to aggressive thoughts or behavior.

Are video games a contributing factor to violent behavior in children?

No, there is no scientific evidence to suggest that video games are a contributing factor to violent behavior in children.

How we write our statistic reports:

We have not conducted any studies ourselves. Our article provides a summary of all the statistics and studies available at the time of writing. We are solely presenting a summary, not expressing our own opinion. We have collected all statistics within our internal database. In some cases, we use Artificial Intelligence for formulating the statistics. The articles are updated regularly.

See our Editorial Process.

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