22 Charts & Graphs on Video Games & Youth Violence


I. Gamer Demographics - Age and Gender (1-3)
II. Video Game Sales - Units, Dollars, Genres, and Content (4-12)
III. Youth Violence Trends (13-22)

I. Gamer Demographics - Age and Gender

1. Percentage of Households That Play Video Games and the Average Game Player Age

Source: Entertainment Software Association, "Essential Facts About the Video Game Industry," www.theesa.com, 2009

2. Gender of Video Game Players

Source: Entertainment Software Association, "Essential Facts About the Video Game Industry," www.theesa.com, 2009



3. Frequency of Video Game Play by Gender

Source: Cheryl Olson, ScD, et al., "Factors Correlated with Violent Video Game Use by Adolescent Boys and Girls,” Journal of Adolescent Health, Jan. 2007




II. Video Game Sales - Units, Dollars, Genres, and Content

4. US Computer & Video Game Unit Sales: 2007 & 2008
(Units in Millions)

5. US Computer & Video Game Dollars Sales Growth, 1996-2008
(Dollars in Billions)

Source: Entertainment Software Association, "Essential Facts
About the Video Game Industry," www.theesa.com, 2009

Source: Entertainment Software Association, "Essential Facts
About the Video Game Industry," www.theesa.com, 2009





















6. 2007 Video Game Sales by Rating
(by Units Sold)

7. 2008 Computer and Video Game Sales by Rating
(by Units Sold)

Source: Entertainment Software Association, "Essential Facts About
Games and Violence," www.theesa.com, 2008

Source: Entertainment Software Association, "Essential Facts About
the Video Game Industry," www.theesa.com, 2009



8. 2008 Video Game Sales by Genre

9. Parental Awareness and Use of Entertainment Software Rating Board (ESRB) Ratings, 1999-2007

Source: Entertainment Software Association, "Essential Facts About
the Video Game Industry," www.theesa.com, 2009

Source: Adam Thierer, MA, "Video Games, Ratings, Parental Controls, & Public Policy: Where Do We Stand?," www.pff.org, Apr. 2008



10. ESRB Video Game Ratings by Year, 2003-2007

Source: Adam Thierer, MA, "Are All Video Games Violent?," www.pff.org, Feb. 26, 2008



11. Top 10 Most Frequently Played Games, 2008

Source: "Teens, Video Games, and Civics," Pew Internet and American Life Project website, Sep. 16, 2008



12. Game Popularity and ESRB Content Descriptors by Gender

Source: Cheryl Olson, ScD, et al., "Factors Correlated with Violent Video Game Use by Adolescent Boys and Girls,” Journal of Adolescent Health, Jan. 2007




III. Youth Violence Trends

13. Violent Crime Offenses and Video Game
Sales, 1996-2007

14. Violent Crime Offenses and Video Game
Sales, 1996-2004

Source: Entertainment Software Association, "Essential Facts
About Games and Violence," www.theesa.com, 2008

Source: "Chasing the Dream," Economist, Aug. 4, 2005



15. Sales of Video Games Compared to Youth Violence, 1996-2005

16. Reports of Bullying, 1999-2005
(Rate Per 1,000 Students)

Source: Adam Thierer, MA, "Video Games and 'Moral Panic,'" www.pff.org, Jan. 23, 2009

Source: Virginia Youth Violence Project, "Violence in Schools," www.youthviolence.edschool.virginia.edu (accessed Feb. 12. 2010)



17. Total Violent Crimes by Juveniles, 1995-2008

Source: Adam Thierer, MA, "Violent Video Games & Youth Violence: What Does Real-World Evidence Suggest?," www.pff.org, Feb. 9, 2010



18. Juvenile Violent Crime by Type and Year, 1995-2008

Source: Adam Thierer, MA, "Violent Video Games & Youth Violence: What Does Real-World Evidence Suggest?," www.pff.org, Feb. 9, 2010

19. Violent Crime Rate, 1986-2008
(Rate per 100,000 Inhabitants)

Source: Adam Thierer, MA, "Violent Video Games & Youth Violence: What Does Real-World Evidence Suggest?," www.pff.org, Feb. 9, 2010



20. Percentage of Students in Grades 9–12 Who Reported Having Been in a Physical Fight During the Previous 12 Months, 1993-2007

Source: National Center for Education Statistics, "Indicators of School Crime and Safety: 2007," www.nces.ed.gov, Dec. 2007



21. Comparing Rates of Problem Behaviors in Youth Who Play Mature-rated Games and Those Who Do Not

Source: Lawrence Kutner, PhD, and Cheryl K. Olsen, ScD, Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, 2008



22. Results from a 2007 Poll to the Question: "Do you Think Violent Movies and Video Games Inspire Mentally Unstable People to Commit Acts of Violence Like the Shootings at Virginia Tech?"

Source: PollingPoint, "Gun Control Results," www.pollingpoint.com (accessed Feb. 12, 2010)