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Old Enough to Be Scared

Age Representation in High-Exposure Horror Games

Victoria Mummelthei Β· www.nodiscipline.de
Falmouth Horror & Gaming Conference 2026

The Inciting Question

Hang on, why is everybody in horror thirty-five and suspiciously fit?

Horror relies entirely on vulnerable bodies to sell fearβ€”yet it keeps aggressively defaulting to a single, highly capable physical archetype.

The Tool

A custom Virtual Census 2.0 framework built to code high-exposure characters and track who gets to exist on screen.

The Sample

79 horror titles and 240 human-coded characters, weighted by player ownership metrics.

The Core Pattern

Gender splits tell a familiar story, but age reveals who is actively erased from the genre.

The Sample

180 horror games. 79 fully coded so far.

180

Total titles

79

Fully coded

240

Characters coded

1M+

Owners each

Platform

Steam (PC) primary

Top dev countries

USA Β· Japan Β· Poland Β· UK

Current pass

β‰₯1M owners tier Β· 101 titles (750k owners) pending

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Horror in Context β€” Steam Ownership

Horror titles punch well above their weight.

Estimated Steam owner counts (SteamSpy data) β€” top horror titles vs. major non-horror releases from the same years.

Non-horror benchmarks

GTA V (2015)
~54M
Elden Ring (2022)
~36M
Hogwarts Legacy (2023)
~14M

Horror titles in our sample

Dead by Daylight (2016)
~35M
Lethal Company (2023)
~15M
Don't Starve Together (2016)
~15M
Phasmophobia (2020)
~15M
Resident Evil 4 Remake (2023)
~7.5M

Dead by Daylight (~35M) sits in the same bracket as Elden Ring. Horror isn't a niche genre on Steam β€” these are blockbuster player counts. Source: SteamSpy estimates.

Gender β€” The Expected Result

Male-heavy, and no room yet for nonbinary.

Across 240 coded characters in the high-exposure tier (79 games):

Male
0 (58.8%)
Female
0 (33.3%)
Gender-ambiguous
0 (7.9%)
Nonbinary
0 (0%)

All four categories share one denominator β€” 240 total characters β€” and sum to 100%. The ambiguous 7.9% is mostly masked, suited, or hazmat co-op avatars where gender genuinely cannot be coded. Zero characters were coded as explicitly nonbinary.

Age Distribution β€” RQ1

78.8%

of all characters are adults (18–64)

Children: 9.5%  Β·  Teens: 7.7%  Β·  Elderly: 1.2%  Β·  Unknown: 2.8%

Age Breakdown

Horror vs. the real world

Adults (18–64) 78.8% horror
59% real UK ↑
Children (<13) 9.5% horror
15% real UK ↓
Teens (13–17) 7.7% horror
6% real UK β‰ˆ
Elderly (65+) 1.2% horror
19% real UK ↓↓

UK benchmark uses ONS ageing categories: 0–15, 16–64, and 65+.

Visual share

Where older bodies disappear

1.2%
Elderly in horror
Adults 78.8%
Children + teens 20.0%
Elderly 1.2%

The 1.2% Problem

Elderly characters don't disappear.
They just change jobs.

πŸ‘Ή

The Hag

"Decrepit = Dangerous"

πŸͺ¦

The Sacrifice

"Expendable Exposition"

✨

The Unicorn

"Competence β‰  Monster"

Mainstream games: ~3% elderly representation | Horror: 1.2% (And mostly hostile)

RQ5 intersectional finding

Game design is the gatekeeper for diversity

Action-Horror

100%

adult leads. Combat-heavy play assumes peak physical fitness.

Psychological-Horror

~83%

adult leads β€” but children and teens appear more often where narrative carries fear.

Co-op / Multiplayer

~72%

adult β€” with lots of masked, suited, or age-erased avatars.

Systemic Sandbox

Most varied

Management and survival systems allow more unusual ages and roles.

The "Default Body" in Horror

78.8% adult is not an accident.
It's ideology.

01

Mechanics Demand Youth

Combat, stealth, and stamina systems are implicitly built for peak physical performance, not demography.

02

Cultivated Survival

If only young adults survive on screen, players inevitably build a mental model of who belongs in a crisis.

03

Aging as the Threat

Aging isn't treated as a neutral phase of life. When games reach for old age, they reach for the monster.

0

Playable Elderly

in M-rated titles

The Sole Exception

Wickerbottom (Out of 79 games)

1

Race & Ethnicity

White-dominant, with notable regional exceptions.

White/European
~52%
Asian/Pacific
~22%
Black/African
~10%
Hispanic/Latinx
~6%
Ambiguous/Other
~10%

Rating Γ— Age β€” RQ4

Rated M locks in the adult default.

ESRB M / PEGI 18

0

%

of characters adult in M-rated titles

0 playable elderly

ESRB T / PEGI 12–16

0

%

adult β€” teen and child leads appear here

FNAF Β· Little Nightmares Β· OMORI

E / E10+ / None

Mixed

Highest child-lead ratio + most ambiguous identities

Undertale Β· DREDGE Β· Hello Neighbor

Limitations

What this study cannot yet claim

Target: Human Bodies Abstract Entities ???

"How old is a mass of tentacles?"

Non-human antagonists break demographic coding

Platform: PC / Steam Hits Consoles & Indie 0%

"Sorry, console warriors."

1M+ ownership skews toward big IP formulas

Bin Size: 18–64 Adult Nuance Lost

"18 to 64 is doing irresponsible heavy lifting."

Giant categories mask systemic visual cues

Baseline: Real-World Census Virtual Spaces ???

"Comparing Amnesia to the Zensus is an art form."

Real-world data isn't a perfect gaming standard

What this opens up

Building the next version

01

Aesthetic Age

"18 to 64 is doing an irresponsible amount of heavy lifting."

Posture Wrinkles Voice

Replacing blunt demographics with visual coding

02

Mechanic Age

StaminaDepleting
SanityFragile

How systems inherently code for the body

03

Diachronic Change

"Did the genre get more or less ageist, or was it always like this?"

1990s
Present

Tracking the disappearance of older bodies over time

Send
coffee.

76 games left to code

Where we leave off

Fear is a young person's game. (Apparently.)

78.8%

Adult default

of all coded characters

1.2%

Elderly characters

1

Playable elderly

πŸ—ž Industry Note

"The games industry still isn't making games for older & retired players β€” can horror ever be a 'grey gamer's' genre?"
*(Yes, if we finally make the UI font bigger than 8px)*

GamesIndustry.biz

"Nobody's making games for the retired people: The growing yet underserved market for grey gamers"

Thank you for listening to me counting fictional bodies.

Questions, critiques, and methodology tips welcome.

14:00 β–Ά