Video Games and Teenagers: Insights & Data

Video games are a dominant part of teenage life that often cause parents to wage the pros and cons of their kids playing them.

Some games foster problem-solving and critical thinking, while research on excessive video gaming has shown less favorable outcomes

We've compiled the following key statistics and insights to help parents make informed decisions around establishing healthy gaming habits.

Highlights

  • 85% of US teens play video games
  • 47% of US teens have made a friend via online gaming
  • four in ten (41%) play games daily and consider themselves "gamers."
  • Kids aged 13-14 game daily at a rate of 44%
  • Older teens game daily at a rate of 40%
  • Only 15% of teens reported they've never played video games
  • Families earning under $30k annually see 53% of their teens gaming daily
  • higher earners ($75k+) report only 39% of their teens playing each day
  • 97% of boys play video games compared to 75% of girls
  • 62% of boys and 17% of girls consider themselves gamers
  • 61% of boys game daily compared with 22% of girls
  • 6 in 10 US teenagers start gaming between 6 and 10 years old
  • only 1% of teenagers begin playing video games at age 16 or over
  • by age 15, an incredible 99% of teenagers have engaged with video games
  • US Teens 4 hours per day on non-school days
  • In 2021, the most played game for kids aged 8 to 15 was Minecraft
  • 50% of Entertainment Software Rating Board (ESRB)-rated games contain violent content

How Many Kids Play Video Games?

Around 85% of US teens play video games, and about four in ten (41%) play games daily and consider themselves "gamers."

Younger kids (aged 13-14) game daily at a rate of 44%, slightly higher than older teens (ages 15-17) at 40%.

Only 15% of teens reported they've never played video games.

Families earning under $30k annually see 53% of their teens gaming daily, while higher earners ($75k+) report only 39% of their teens playing each day.

Who Plays Video Games More, Girls or Boys

The data also reveals a gender divide: 97% of boys play video games compared to 75% of girls.

Among these, 62% of boys and 17% of girls consider themselves gamers, showing a stronger gaming identity among males.

Additionally, 61% of boys game daily compared with 22% of girls.

When Do Kids Start Gaming?

6 in 10 US teenagers start gaming between 6 and 10 years old. In contrast, only 1% of teenagers begin playing video games at age 16 or over.

This means that by age 15, an incredible 99% of teenagers have engaged with video games.

How Much Time Do Teens Spend Gaming?

US teens play video games for an average of:

  • 2.9 hours per day on portable devices

  • 4 hours per day on non-school days

  • 2.55 hours per day on school days

Gamers under-20s favor adventure, action, and board games. Given the age restriction, casino games are the least played, followed closely by puzzle games.

Which Video Games Are Most Popular Among Kids?

In 2021, the most played game for kids aged 8 to 15 was Minecraft.

For younger kids (aged 8-11), the following games were most popular:

  1. Minecraft

  2. Pokémon

  3. Lego

  4. Mario & Luigi

  5. Fifa

  6. Roblox

  7. Fortnite

For older kids (aged 12-15), these were the most played games:

  1. Minecraft

  2. Fifa

  3. Fortnite

  4. Pokémon

  5. Call of Duty

  6. Roblox

  7. Mario & Luigi

What Percentage of Video Games Are Violent?

More than 50% of Entertainment Software Rating Board (ESRB)-rated games contain violent content.

Here's a quick look at the previously mentioned games and their ESRB ratings:

Title

Rating

Appropriate Age Group

Violent Content

Minecraft

E10+

10+

Fantasy violence

Pokémon

E

All ages

None

Lego

E10+

10+

Cartoon violence, crude humor

Mario & Luigi

E

All ages

Mild cartoon violence

Fifa

E

All ages

None

Roblox

T

13+

Fantasy violence, diverse content

Fortnite

T

13+

Violence throughout

Call of Duty

M

17+

Blood, gore, and intense violence

Out of the eight titles, only three are appropriate for all ages, and only two contain no violence at all.

Are kids spending less time playing video games?

58% of teens believe they spend the right amount of time on video game play. Only 14% say they engage in excessive gaming, and 13% say they don't spend enough time gaming.

Less than half of teenagers (38%) say they have reduced screen time, while 61% say they have not cut back at all.

Gaming Can Be Socially and Mentally Positive

Despite the negative impact of gaming addiction and inappropriate content, gaming has some excellent benefits around social contact.

47% of US teens have made a friend via online gaming. This accounts for over half of male teen gamers and 35% of female gamers.

72% of teens play video games because of the social interaction they get from gaming communities.

Four out of five teenagers believe that harassment during video games is an issue affecting their age group. Among those who play, 41% report having been personally targeted with offensive language while gaming.

Teen cognitive and mental health benefits

Beyond the social benefits, healthy gaming can improve cognition and mental health:

  • Over half of teens believe that gaming improved their problem-solving skills.

  • Casual gaming can provide stress relief and improve mood.

  • Action video games are linked to improvements in attention, spatial skills, and multitasking abilities.

  • Children who reported playing video games for three or more hours per day performed better on cognitive tasks measuring impulse control and working memory compared to children who never played video games.

Resources

https://www.pewresearch.org/internet/2024/05/09/teens-and-video-games-today/

http://www.theesa.com/resources/essential-facts-about-the-us-video-game-industry/2024-data/

www.pewresearch.org/internet/2008/09/16/teens-video-games-and-civics/

https://www.gwi.com/blog/kids-relationship-with-video-games

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

https://www.researchgate.net/publication/11792416_Effects_of_Violent_Video_Games_on_Aggressive_Behavior_Aggressive_Cognition_Aggressive_Affect_Physiological_Arousal_and_Prosocial_Behavior_A_Meta-Analytic_Review_of_the_Scientific_Literature