Major debates have unfolded in recent years about the societal impact of video games and their effects on those who play them. Disputes include whether games portray women and minorities negatively, whether violent games encourage aggressive behavior, and whether games encourage positive characteristics such as problem-solving skills, communication, and teamwork.

While there is no direct scientific evidence to determine the effects of violent video games and if individuals feel any violent behavior after playing video games, studies show a clear link between video games and character development, especially in early development, such as communication skills, teamwork, problem-solving skills, agility, etc.

Hence, Real Research launched a survey on violence in video games to determine whether violence in video games increases aggression in both short and long-term contexts or is it just a hoax— or is it?


  • Nearly 60% (59.47%) have played violent video games.
  • 17.18% report violence in video games could encourage crimes (hate crimes, racism.)
  • 43.89% believe violence in video games helps ease off stress and pressure.

Equal Numbers of Respondents Who Often Play Violent Video Games and Who Play Rarely.

To begin with, the poll asked if respondents had played any violent video games; results show nearly six in ten (59.47%) have played violent games, 34.27% have not but are aware of violent games, and 6.26% never heard of any violent games.

A majority of respondents (55.37%) play violent games often, while 25.46% rarely and 19.16% do not.

However, most (35.39%) reported that they always feel violent after a gaming session, 45.07% feel violent sometimes, and 19.54% never feel violent.

Violent Video Games Make You an Absolute Killing Machine in Real Life?

The respondents are closely split on some other major debates surrounding the content of games and their impact on users. For instance, 17.18% think most video games encourage crimes such as shootings and racism. 29.29% report aggressive thoughts and behavior, 14.64% say poor emotional regulation resulting from violent games, and 10.33 say it impacts in the long run.

Figure 1: Aggressive thoughts and behavior closely related to violent games

On the other hand, 43.89% report that violent games help release stress and pressure, about a quarter (25.65%) say opportunities to explore the consequences of violent actions, 15.6% say it develops learning knowledge and mental skills, and 5.03% say it could help increase awareness about the current environment.

The next poll asked the respondents if they agree that violent video games cannot be blamed for real-world crimes; although experts have proven no direct link between violence in video games, authorities blame video games, ignoring the complexity of the violent world as an “easy way out” for them.

72.28% agree compared to 8.68% who say otherwise.

Furthermore, respondents are relatively divided over whether there is a possible link between violent games and actual violence. A majority (64.79%) agree that “violent games correlate with aggressive and anti-social behavior but not violent behavior.” But 23.6% stand against this statement.

Read Also: 42.17% Said Video Games Are Causing Very Violent Crimes

The Highest Mass Shootings Rate in America While Other Countries See Little to None Shootings

Figure 2: Respondents’ opinion on video games related to mass shootings

A significant number of respondents (80.95%) say video games are why America and other countries experience mass shootings, compared to 12.05% who disagree.

Read Also: 80% Feel Violent TV Series Lead to Aggressive Behavior

Apart from that, 7.72% say that individuals over the legal age (18) should be allowed to play video games that may contain violence, 9.76% say over 16 years old, 11.59% say over 12 years old, and 15.73% say ten years old.

Figure 3: Majority enjoys violent games

Lastly, the final poll results show that 47.22% enjoy playing violent video games, compared to 23.91% who do not and 28.87% who remained neutral.


Survey TitleSurvey on Violence in Video Games
DurationDecember 12 — December 19, 2022
Number of Participants20,000
DemographicsMales and females, aged 21 to 99
Participating Countries Afghanistan, Algeria, Angola, Argentina, Armenia, Australia, Azerbaijan, Bahrain, Bangladesh, Belarus, Benin, Bolivia, Brazil, Brunei, Bulgaria, Burkina Faso, Cambodia, Cameroon, Canada, Chile, China, China (Hong Kong) China (Macao), China (Taiwan), Colombia, Costa Rica, Croatia, Czech Republic, Ecuador, Egypt, El Salvador, Ethiopia, Finland, France, Gambia, Georgia, Germany, Ghana, Greece, Greanada, Guatemala, Honduras, Hungary, India, Indonesia, Iraq, Ireland, Israel, Italy, Ivory Coast, Japan, Jordan, Kenya, Kuwait, Kyrgyzstan, Latvia, Lebanon, Libya, Lithuania, Malaysia, Maldives, Maluritania, Mexico, Moldova, Mongolia, Morocco, Mozambique, Myanmar [Burma], Namibia, Nepal, Nicaragua, Nigeria, Oman, Pakistan, Palestine, Panama, Peru, Philippines, Poland, Portugal, Qatar, Romania, Russia, Saudi Arabia, Serbia, Sierra Leone, Singapore, Slovakia, South Africa, South Korea, Spain, Sri Lanka, Tanzania, Thailand, Togo, Tunisia, Turkey, Turkmenistan, Uganda, Ukraine, United Arab Emirates, United Kingdom, United States, Uruguay, Uzbekistan, Venezuela, Vietnam, Yemen, Zimbabwe.