Video games are a minor source of online harm compared to social media, with only 12% of teens and 3% of adults identifying games as a source of recent harm, versus 70% and 63% for social media platforms.
See it on page 1Bullying incidents in gaming are significantly lower than on social platforms, reported by 5% of teens and 1% of adults in gaming environments compared to 67% and 69% on social media.
See it on page 1Data from the Insafe helpline in Q1 2025 attributes only 8% of reported online issues to gaming platforms, while 68% are linked to social media and 20% to messaging services.
See it on page 2The video game industry utilizes a five-pillar safety framework, including the PEGI age-rating system, a contractually enforceable Code of Conduct, and automated toxicity detection tools.
See it on page 2OFCOM-commissioned research from early 2022 corroborates low risk levels, finding that only 2–3% of children and adults experienced harm via gaming.
See it on page 1The sector advocates for an EU-wide cyberbullying policy that prioritizes self-regulation, parental involvement, and targeted awareness campaigns over broad, non-specific regulation.
See it on page 3That's the gist.
Dive into the full report for the data, charts, and sources behind these takeaways.
Read the full report