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Video Games Industry Memo
Twitch viewership for the horror genre reached 93 million hours since January.
Key Growth. Horror gaming viewership on Twitch increased by 6% in 2026, reaching 93 million hours.
Horror gaming has experienced significant growth in 2026, with Twitch viewership for the genre reaching 93 million hours since January, a 6% increase over the previous year. High-profile titles such as Resident Evil: Requiem have achieved commercial success, selling over 8 million units. This surge in popularity coincides with broader cultural interest in horror, prompting an examination of the psychological motivations behind "scary play" and its potential mental health applications.
Research suggests that horror games function as a form of "scary play," allowing individuals to engage with survival scenarios in a controlled, low-risk environment. Experts categorize horror fans into three archetypes: adrenaline junkies, white knucklers, and dark copers, the latter of whom utilize fear to process difficult emotions. By providing a sense of agency and immersion, these games can disrupt anxious rumination and help players build resilience against real-world stressors. Some practitioners draw parallels between horror gaming and Exposure Response Prevention Therapy, noting that the contained nature of digital fear can act as a physiological reset for the nervous system.
While clinical applications show promise—such as biofeedback games like Mindlight, which have demonstrated efficacy in treating anxiety and OCD—academic research remains limited. Methodological challenges, including variations in player competency and the lack of standardized exposure durations, complicate the study of these benefits. Despite these hurdles, the genre continues to serve as a vital tool for community building and emotional regulation. Beyond the psychological analysis, the industry faces ongoing scrutiny regarding the ethical use of real-world tragedy in media, as evidenced by recent public criticism of Activision Blizzard’s inclusion of footage depicting the 2022 Seoul crowd crush in a game.
Activision BlizzardCompany · Game company · 438 documents
Rockstar GamesCompany · United States · founded 1998 · 129 documents
Epic GamesCompany · United States · founded 1991 · 735 documents
TwitchCompany · 591 documentsThe games and companies this document names on the inner ring, other documents about them on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
Video Games Industry Memo · 2026