THE PROBLEM

⚠️ GRAPHIC LANGUAGE WARNING - BE IN A SAFE PLACE TO LISTEN INTENTLY  •  ⚠️ GRAPHIC LANGUAGE WARNING - BE IN A SAFE PLACE TO LISTEN INTENTLY  •  ⚠️ GRAPHIC LANGUAGE WARNING - BE IN A SAFE PLACE TO LISTEN INTENTLY  •  ⚠️ GRAPHIC LANGUAGE WARNING - BE IN A SAFE PLACE TO LISTEN INTENTLY  •  

Parents and Players Are Flying Blind

81% of gamers report experiencing toxicity. Nearly a quarter are minors.

  • While parents believe their children are safely playing in virtual worlds, the reality is far darker.
  • Without age filters or real-time protection, games have become breeding grounds for trauma, spaces where predatory behavior, hate speech, and psychological abuse happen continuously, invisibly, and without consequence.
  • We're not just talking about hurt feelings. We're talking about lasting psychological harm to a generation of 236 million U.S. gamers who deserve better.

3.32B

website-cited global gamer scale / trajectory

236M

website-cited U.S. gamers

75%

website-cited U.S. households with a gamer

  • Gaming has become one of the world's largest social environments.
  • Children and families need visibility across voice, chat, and community spaces.
  • Most safety tools still react after harm occurs.
  • Virtue Reality's wedge: safety by design, not safety as an afterthought.

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Math Don't Lie

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