Action games
Technology category · O*NET
Action games is a technology category in the O*NET database. Across U.S. occupations, 3 report using software or tools in this category. The named products below are the specific examples O*NET records for those jobs. The occupations that use it sit, on average, at the 35th percentile of AI task-exposure ( moderate) — how much that work overlaps with what AI can do, not a sign the tool is being replaced. See where every tool category sits.
A Hot tag marks technologies O*NET sees frequently in employer job postings; In demand marks tools an occupation specifically requires.
Example software & tools
Ranked by how many occupations list each product. Each number is an occupation count — a job is counted once per product — so the product rows overlap and do not sum to the category total.
| Software / tool | Occupations | Tags |
|---|---|---|
| Biometrics video game software | 1 | |
| BrainTrain SmartDriver | 1 | |
| Video game software | 1 | |
| Virtual reality game software | 1 |
Occupations that use Action games
How AI is used by roles that use Action games
A software category is not itself "being automated" — but we can look at the roles that report using Action games and ask how those people actually use AI. This rolls the Anthropic Economic Index per-role signal up across those roles, weighted by how much observed AI activity each one has. 100.0% of the 3 roles that use this category carry observed AI-usage data (3 roles).
Across those roles, 63.7% of AI conversations are people working with AI and 21.6% hand a task to AI , with an average autonomy of 4.00 / 5.
| Collaboration pattern | Share | What it means |
|---|---|---|
| learning | 48.9% | you ask AI to explain or teach |
| directive | 17.5% | AI does it; you give the instruction |
| task iteration | 13.0% | you and AI go back and forth |
| feedback loop | 4.1% | AI does it, then adjusts from your feedback |
| validation | 1.9% | you do it; AI checks your work |
Roles behind this signal
The roles using this category that have the most AEI data. "Works with AI" is the role's share of conversations that augment rather than automate.
| Occupation | Works with AI | Autonomy |
|---|---|---|
| Physical Therapists | 58.3% | 4.0/5 |
| Occupational Therapy Assistants | 70.8% | 4.0/5 |
| Physical Therapist Assistants | — | — |
Source: Anthropic Economic Index (2026-01-15-v4-plus-2025-03-27-v2) over a sample of Claude.ai Free and Pro conversations — not all AI tools and not the whole workforce. Roles list software categories in O*NET; this does not mean AI is used inside Action games, only that people in those roles use AI. Some conversations are left unclassified, so shares need not sum to 100.
Industries that concentrate this
Where Action games matters most across the economy. Employment reach is the share of an industry's workers in occupations that significantly use Action games (O*NET importance ≥ 3 of 5, or report using the tool category). Concentration compares that reach to the national average industry, so a value above 1× means the requirement is more pervasive here than across the economy as a whole.
Nationally, about 0.3% of workers are in occupations that significantly use Action games (measured across 17 industries).
Sectors with the most such workers
| Sector | Workers | Employment reach |
|---|---|---|
| Health Care and Social Assistance | 379,760 | 1.6% |
| Educational Services | 11,860 | 0.1% |
| Administrative and Support and Waste Management and Remediation Services | 5,470 | 0.1% |
| Management of Companies and Enterprises | 1,240 | 0.0% |
| Arts, Entertainment, and Recreation | 420 | 0.0% |
| Professional, Scientific, and Technical Services | 410 | 0.0% |
| Finance and Insurance | 170 | 0.0% |
| Other Services (except Public Administration) | 50 | 0.0% |
Industries where it is most concentrated
| Industry | Level | Concentration | Employment reach |
|---|---|---|---|
| Offices of Physical, Occupational and Speech Therapists, and Audiologists | National industry | 110× | 33.0% |
| Health Care and Social Assistance | Sector | 5.33× | 1.6% |
| Educational Services | Sector | 0.33× | 0.1% |
| Administrative and Support and Waste Management and Remediation Services | Sector | 0.33× | 0.1% |
Reach is a measure of how widespread a requirement is across an industry's workforce, not how intensively any individual uses it. Sector worker counts come from BLS OEWS employment; the significance threshold and tool use come from O*NET. Industries shown by concentration are filtered to a real worker base so a tiny specialty cannot top the list on rounding.
Sources for this page
Every figure above traces to a named public dataset and the exact release below — not hand-written opinion. See the full methodology for what each measure does and does not mean.
- O*NET 30.3 U.S. Department of Labor / National Center for O*NET Development
- BLS Occupational Employment and Wage Statistics (OEWS) May 2024 U.S. Bureau of Labor Statistics
- Census NAICS 2022 U.S. Census Bureau
- Anthropic Economic Index v4 (2026-01-15) + v2 (2025-03-27) Anthropic
- “GPTs are GPTs” (Eloundou et al.) arXiv 2303.10130 OpenAI / academic
- AI Occupational Exposure (AIOE) Felten, Raj & Seamans academic
Data compiled June 3, 2026. Figures are estimates, not advice.
Cite this page
Singulariki. "Action games." Singulariki: a source-backed encyclopedia of work. Built from O*NET 30.3; BLS Occupational Employment and Wage Statistics (OEWS) May 2024; Census NAICS 2022; Anthropic Economic Index v4 (2026-01-15) + v2 (2025-03-27); “GPTs are GPTs” (Eloundou et al.) arXiv 2303.10130; AI Occupational Exposure (AIOE) Felten, Raj & Seamans. Accessed June 7, 2026. https://singulariki.com/tools/action-games
Singulariki. (2026). Action games. Singulariki: a source-backed encyclopedia of work. Retrieved June 7, 2026, from https://singulariki.com/tools/action-games
@misc{singulariki-action-games,
title = {Action games},
author = {{Singulariki}},
year = {2026},
note = {O*NET 30.3; BLS Occupational Employment and Wage Statistics (OEWS) May 2024; Census NAICS 2022; Anthropic Economic Index v4 (2026-01-15) + v2 (2025-03-27); “GPTs are GPTs” (Eloundou et al.) arXiv 2303.10130; AI Occupational Exposure (AIOE) Felten, Raj & Seamans. Accessed June 7, 2026},
url = {https://singulariki.com/tools/action-games}
} Citations name the underlying public dataset releases — they reflect what this page is built from, not just the URL.