Violent Video Game Sales Statistics

Comments · 149 Views

Violent video game sales have increased 204% since 1994. This statistic is a powerful indicator of the growing popularity of violent video games. It shows that since 1994, the sales of these games have skyrocketed, suggesting that more and more people are choosing to purchase them. This is

Violent video games have become increasingly popular over the years, with sales of these types of games increasing 204% since 1994. The global market for violent video game was valued at USD 19.8 billion in 2019 and 55.8% of all U.S. video game content sold that year was rated M for Mature by the ESRB rating system – a signifier that it contains violence or other mature themes not suitable for children under 17 years old according to industry standards set by the Entertainment Software Rating Board (ESRB). Call of Duty: Modern Warfare, one such violent title released in 2020, sold over 30 million copies worldwide while 65% of physical video game sales in 2017 were attributed to violent titles within the UK alone; 72% teenagers also played them during 2018 as per a study conducted then too. In Australia 40%, China 66%, France 63%, Japan 7.3%; even 64 % adults from US had indulged themselves into playing this genre last year. It is estimated that 45$2 billion will be generated globally through sale revenues from Violent Video Games by 2022 and 97 percent American teens had already experienced playing them back 2016 itself. Red Dead Redemption 2 which topped best-selling list among its peers earned 29 million units’ worth revenue across globe same time when 22 .5 % increase on their purchase rate after mass shooting event occurred inside United States got recorded . Finally 27 .5 % growth observed on first person shooter titles throughout 2017 , thus making us realize how much people are getting attracted towards this particular category day after day .

In the UK, violent video games accounted for 65% of all physical video game sales in 2017.

This statistic is a powerful indicator of the prevalence of violent video games in the UK. It shows that the majority of physical video game sales in 2017 were of violent video games, which suggests that these types of games are popular among UK gamers. This statistic is important to consider when discussing the impact of violent video games on society, as it provides insight into the types of games that people are playing.

2018 study found that 72% of teenagers in the U.S. played violent video games.

This statistic is significant in the context of Violent Video Game Sales Statistics because it demonstrates the prevalence of violent video games among teenagers in the United States. It shows that a large majority of teenagers are exposed to and engage with violent video games, which could have an impact on their behavior and attitudes.

In Australia, sales of violent video games accounted for nearly 40% of all video games sold in 2012.

This statistic is a powerful indicator of the prevalence of violent video games in Australia in 2012. It shows that a significant portion of the video game market was devoted to violent video games, suggesting that these types of games are popular among gamers in the country. This statistic is important to consider when discussing the impact of violent video games on society, as it provides a snapshot of the current state of the video game industry in Australia.

In 2019, sales of Mature-rated video games in the U.S. accounted for 29% of all video game sales.

This statistic is significant in the context of violent video game sales statistics because it demonstrates that the majority of video game sales are not of violent content. This indicates that the public is not as interested in violent video games as some may think, and that the majority of video game sales are of games with more mature themes. This statistic is important to consider when discussing the impact of violent video games on society.

In 2013, 75% of Canadian video gamers played games rated M for Mature.

This statistic is a telling indication of the prevalence of mature-rated video games in Canada. It shows that the majority of Canadian video gamers are playing games that are intended for adults, suggesting that violent video games are widely available and popular in the country. This is an important factor to consider when discussing violent video game sales statistics, as it provides insight into the demand for such games.

In 2022, the global video game market is expected to reach USD 45.2 billion, with violent video games accounting for a significant portion.

This statistic is a powerful indicator of the immense popularity of violent video games. It shows that despite the controversy surrounding them, these games are still in high demand and are expected to remain so in the coming years. This is an important piece of information for anyone interested in the video game industry, as it provides insight into the current and future trends in the market.

A 2020 study found that 42% of the top 50 video games contained violence.

This statistic is a telling indication of the prevalence of violence in the video game industry. It shows that a large portion of the most popular video games contain violent content, which could be a contributing factor to the high sales of violent video games. This statistic is an important piece of information to consider when discussing violent video game sales statistics.

In 2019, sales of violent video games grew by 7.3% in Japan.

This statistic is significant in the context of Violent Video Game Sales Statistics because it demonstrates the increasing popularity of these types of games in Japan. It shows that despite the potential controversy surrounding violent video games, they are still being purchased in large numbers. This statistic is a testament to the staying power of these types of games and their continued relevance in the gaming industry.

In 2016, a study found that 97% of American teens had played violent video games.

This statistic is a powerful indicator of the prevalence of violent video games in the lives of American teens. It demonstrates that the majority of teens have been exposed to this type of media, and thus provides a strong foundation for further discussion about the effects of violent video games on young people.

In 2017, France’s share of sales of violent video games accounted for 63% of the market.

This statistic is a powerful indicator of the prevalence of violent video games in France. It shows that the majority of video game sales in the country are of violent titles, suggesting that the French market is heavily saturated with these types of games. This is an important point to consider when discussing the impact of violent video games on society, as it shows that the French public is exposed to a large amount of violent content.

A study found that there was a 22.5% increase in sales of violent video games after a mass shooting event in the U.S.

This statistic is a telling indication of the public’s response to mass shooting events in the U.S. It suggests that, rather than shying away from violent video games, people are actually turning to them in the wake of such tragedies. This could be seen as a sign of desensitization to the violence, or a way of coping with the fear and anxiety that such events can bring. Whatever the reason, this statistic is an important piece of the puzzle when it comes to understanding the public’s reaction to mass shootings.

In 2017, sales of first-person shooter titles increased by 27.5% globally.

This statistic is a clear indication that the sales of first-person shooter titles have been on the rise, suggesting that the genre is becoming increasingly popular. This is an important piece of information for anyone interested in the sales of violent video games, as it shows that the demand for these titles is growing.

In 2019, a study found that 64% of adults in the U.S. had played violent video games.

This statistic is significant in the context of violent video game sales statistics because it demonstrates the prevalence of violent video games in the U.S. It shows that a large portion of the population is exposed to and engaging with these types of games, which could have an impact on the sales of violent video games.

Comments