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Are adult games harmful? What the research says

The research does not show that adult games, as a category, harm the adults who play them. The best evidence on sexualised video games finds little or no lasting effect on attitudes towards women or on players’ well-being. Research on explicit media in general is divided, and the clearest concerns are about violent content. The honest answer has one large gap: interactive adult games themselves have barely been studied.

This page summarises what the main studies found, how much weight each one carries, and what the research cannot yet answer. Veilwright Studio makes adult games, so we have an interest in the answer. That is why every claim below is tied to a named study, and why the findings that point the other way are reported with the same care.

Key points

  • Sexualised games and sexism: a 2022 meta-analysis of 15 studies found no significant link.
  • Long-term attitudes: a three-year study of 824 German players found no relationship between gaming and sexist views.
  • Short-term lab effects: some experiments find small short-term shifts in judgments after exposure to stereotyped characters.
  • Explicit media and aggression: meta-analyses disagree. Concern centres on violent content.
  • Compulsive use: the WHO recognises gaming disorder and compulsive sexual behaviour disorder; both are diagnosed by loss of control and serious harm, not by what someone plays.
  • The gap: almost no research looks at adult games as a category.

What “harm” could mean

Questions about adult games usually mean one of four things:

  1. Do they change how players see women or relationships?
  2. Do they affect players’ mental health or body image?
  3. Are they linked to sexual aggression?
  4. Can people lose control of how much they play?

Each has its own body of research, of very different quality. The sections below take them in turn.

Sexualised games and attitudes

The 2022 meta-analysis

The most comprehensive study is a meta-analysis by Christopher Ferguson and four colleagues, published in Computers in Human Behavior in 2022. A meta-analysis pools the results of many studies to estimate an overall effect.

It combined 15 studies with almost 16,000 participants on sexism and misogyny, and 10 studies with about 2,000 participants on well-being and body dissatisfaction. Neither link was statistically significant. The correlation for sexism was 0.04 and for well-being 0.08, both very small. The authors also found that better-designed studies showed weaker effects, and concluded that “the evidence is weak that sexualized games influence player attitudes and behavior”. PsyPost’s summary gives an accessible account.

The three-year German study

Experiments in a lab measure what happens over minutes. To see what happens over years, researchers need longitudinal studies, which follow the same people over time. The strongest one on this question is by Johannes Breuer and colleagues, published in 2015.

It followed 824 German players aged 14 and over across three years. After controlling for age and education, sexist attitudes were not related to how much people played or to the genres they preferred, for men or women.

Lab experiments that found effects

Some experiments do find short-term effects. In a study published in 2008, Karen Dill and colleagues showed participants images of sex-stereotyped video game characters or of professional men and women. Men who saw the stereotyped characters then judged a real case of sexual harassment more leniently than men in the comparison group. The same exposure had no effect on acceptance of rape myths.

Findings like this are real and worth knowing. They measure an immediate reaction after a brief exposure, and they do not show whether the effect lasts. Results in this field are also sensitive to analysis choices: in 2017, Ferguson and a colleague, Colwell, reanalysed a well-known Italian study linking sexist games to reduced empathy for female victims and found that its results changed substantially depending on how the data was handled, as Checkpoint Gaming reported.

What this research is about

Almost all of these studies used mainstream games with sexualised characters, such as revealing outfits or stereotyped roles. They did not study explicit adult games. The results tell us about sexualised imagery in games generally, which is related but not the same.

Explicit media and sexual aggression

This is the most contested area, and the research is about explicit video rather than games.

A 2016 meta-analysis by Paul Wright, Robert Tokunaga and Ashley Kraus pooled 22 studies from seven countries. It found that people who consume explicit media more often were more likely to report sexually aggressive attitudes and behaviour, with stronger associations for verbal than physical aggression, and suggested that violent content may make the association stronger.

A 2020 meta-analysis by Christopher Ferguson and Richard Hartley, published in Trauma, Violence & Abuse, examined more than 50 correlational, experimental and population studies from four decades and reached a different conclusion. It found no meaningful connection between consumption and sexual violence, reported that poorly designed studies were more likely to find a link, and argued that policymakers should look at other causes.

Two points of agreement sit inside the disagreement. Both bodies of work treat correlation and causation as different things: people with aggressive attitudes may seek out certain content, rather than the content creating the attitudes. And where effects are found, violent content is the most consistent concern.

None of this research looked at games. Whether an interactive story, in which a player makes choices and characters respond, works like a video is an open question.

Compulsive use

The World Health Organization’s classification of diseases, ICD-11, includes two relevant conditions.

  • Gaming disorder (6C51) is defined by impaired control over gaming, gaming taking priority over other interests and daily activities, and continuing despite negative consequences. The pattern is normally evident over at least 12 months.
  • Compulsive sexual behaviour disorder (6C72) describes a persistent failure to control intense, repetitive sexual impulses that results in significant distress or harm to family, social or work life.

Both are diagnosed by the pattern of behaviour and the harm it causes, not by the content involved. Most people who play games or view explicit media do not meet either definition. Some people do, and an adult game can be part of that pattern as easily as any other game. Free-to-play adult games with chance-based purchases deserve particular care, as do any games built to keep players returning on a schedule.

If you are worried about your own use, a doctor or a specialist service is the right place to start.

What the research cannot tell us

  • Adult games as a category. There is almost no published research on interactive adult games. Applying findings from sexualised mainstream games or explicit video is an inference, not evidence.
  • Content differences. Adult games range from affectionate romance to dark themes. Research that treats them as one thing would miss the differences that matter most.
  • Positive effects. Few studies ask whether adult games can have benefits, such as exploring identity, sexuality or relationships in private. The question is reasonable and largely unexamined.
  • Who plays. Without good surveys of adult game players, even basic questions about the audience lack answers.

What this means

The evidence does not support treating adult games as uniquely harmful, and it does not prove they are harmless. It supports a narrower conclusion: sexualised content in games has not been shown to change adult players’ attitudes in lasting ways, violent sexual content is where concern is strongest, and compulsive use is a real problem for a minority of people, defined by behaviour rather than genre.

It also explains two positions this site takes. Adult games belong behind firm age limits, because the research concerns adults and says little about anyone younger. And the field needs better research on adult games themselves, which is part of what the research section of this site exists to provide.

How this page was put together

Each finding is taken from the study itself or from the publisher’s or university’s summary of it, listed under Sources. Where a study’s full text was not available to us, we relied on its abstract and on reporting that quotes it, and the text above does not go beyond what those sources state. Veilwright Studio makes adult games; see the editorial policy for how that interest is handled.

It was written on 3 October 2026 and will be updated as new research is published. To report an error or suggest a study, see the corrections standard.

Questions

Are adult games harmful?

The research does not show that adult games as a category harm adult players. Studies of sexualised mainstream games find little or no lasting effect on sexist attitudes or well-being. Research on explicit media more broadly is divided, with the strongest concerns about violent content. Adult games themselves have barely been studied.

Do sexualised video games make players sexist?

The best current evidence says no measurable effect. A 2022 meta-analysis of 15 studies found no significant link between sexualised games and sexism or misogyny, and a three-year study of 824 German players found no relationship between gaming and sexist attitudes.

Can you get addicted to adult games?

The WHO recognises both gaming disorder and compulsive sexual behaviour disorder. Both require loss of control and serious harm to daily life over a long period. Most people who play games or view explicit media do not meet those criteria, but some do.

Has anyone studied adult games specifically?

Very little. Most research looks at sexualised characters in mainstream games or at explicit video. Interactive adult games, where the player makes choices, have not been studied as a separate category in any large way.

Are adult games harmful to children?

Adult games are made and sold for adults, and every reputable store restricts them to people aged 18 and over. The question of effects on minors is a reason for age limits, not something adult games are designed to test.

Sources

  1. Ferguson, Sauer, Drummond, Kneer and Lowe-Calverley (2022). Does sexualization in video games cause harm in players? A meta-analytic examination. Computers in Human Behavior, 135, 107341
  2. PsyPost: Sexualized video games are not causing harm to male or female players, according to new research (June 2022)
  3. Breuer, Kowert, Festl and Quandt (2015). Sexist games = sexist gamers? A longitudinal study on the relationship between video game use and sexist attitudes. Cyberpsychology, Behavior, and Social Networking, 18(4), 197–203
  4. Dill, Brown and Collins (2008). Effects of exposure to sex-stereotyped video game characters on tolerance of sexual harassment. Journal of Experimental Social Psychology, 44(5), 1402–1408
  5. Checkpoint Gaming: Is there a link between video games and sexism? (June 2017, on Ferguson and Colwell's reanalysis)
  6. Wright, Tokunaga and Kraus (2016). A meta-analysis of pornography consumption and actual acts of sexual aggression in general population studies. Journal of Communication, 66(1), 183–205
  7. UTSA Today: Study on pornography and sex crimes (Ferguson and Hartley, Trauma, Violence & Abuse, August 2020)
  8. PubMed: Ferguson and Hartley (2020). Pornography and sexual aggression: can meta-analysis find a link?
  9. WHO ICD-11: 6C51 Gaming disorder
  10. WHO ICD-11 browser (6C72 Compulsive sexual behaviour disorder)