TCR, interpreted
About average
3.4 avg TCR
Industry profile · NAICS 713210
Workplace injury rates across 235 OSHA-reporting establishments in this industry, 2016–2024. Average TCR uses the 219 establishments with a credible rate.
TCR, interpreted
About average
3.4 avg TCR
The industry picture
According to OSHA ITA filings (2016–2024), Gaming ranks #411 of 540 industries with at least 100 rated employers by average Total Case Rate (higher TCR = more injuries per 100 workers). The 219 rated employers in Gaming average 3.4 recordable injuries per 100 workers, 1.1 times the BLS national benchmark of 3.1.
ITA inventory (235) and injury totals cover every reporting establishment; the average TCR is the rated subset only. Corpus rank matches /rankings/most-dangerous-industries (≥100 rated employers). BLS IIF is a separate survey population, see Methodology → Three Populations.
Where Gaming sits nationally on injury rate
Average Total Case Rate, industries with ≥100 rated employers
3 Among the safest lower TCR than 76% of 540 industries
Industries, banded by average TCR
Each bar is a band; taller bars hold more industries. The dashed line + filled bar mark this entry. Hover or tap any bar for its full count and share, and where it sits relative to this entry.
Source OSHA Injury Tracking Application (2016–2024) · 2026-08-25
Industry-average TCR has fallen across this span (3.5 → 2.6) · NAICS 713210
According to OSHA's Injury Tracking Application (2016–2024), Gaming ranks #411 of 540 industries with at least 100 rated establishments by rated-subset average Total Case Rate (same basis as the most-dangerous-industries ranking; higher TCR means more injuries). The Gaming sector (NAICS 713210) encompasses 235 distinct employer establishments currently reporting to OSHA's Injury Tracking Application. Across this cohort, workers have logged 10,167 recordable injuries during the 2016–2024 reporting window. The industry-weighted average Total Case Rate (TCR) of 3.4 injuries per 100 full-time workers per year is computed on the 219 establishments with a credible rate (see methodology). Because OSHA's ITA mandates submission from establishments with 250+ employees plus all high-hazard industries at 20+ employees, this dataset represents a structural slice of U.S. workplace risk rather than a voluntary sample.
The Bureau of Labor Statistics publishes a separate national benchmark TCR of 3.1 for this NAICS code, derived from the BLS Survey of Occupational Injuries and Illnesses. Comparing the two, the ITA-reported rate of 3.4 is higher than the BLS benchmark, a gap that typically widens when the industry contains many large, high-exposure establishments required to file ITA reports. Employers in the table below are sorted so you can see how far individual establishments deviate from both the industry average and the national benchmark.
The practical value of industry-level safety data is threefold. First, jobseekers can gauge whether a prospective employer is better or worse than its industry peers, not just absolute injury counts, which tilt toward larger payrolls. Second, insurers and workers' compensation carriers use sector TCR as a baseline for experience-modification adjustments. Third, safety professionals benchmark their own programs against the cohort median. Use the grade-sorted employer list below to identify specific establishments within Gaming that outperform or underperform the sector average, and click through to each record for year-by-year injury, illness, and fatality breakdowns.
Two PlainSafetyScore-derived peer sets for Gaming: nearest NAICS cohorts by rated-subset average TCR and by OSHA-reporting employer inventory. These are cross-industry neighborhoods, not the employer list above.
Nearest industries by rated-subset Total Case Rate (3.4 here).
Nearest industries by reporting employer count (235 here).
Safety grades are a transparent derived index PlainSafetyScore computes from public OSHA and BLS data, not an official OSHA rating. Read our methodology - how this data is sourced, computed, and verified.
Across 219 OSHA-reporting establishments with a credible rate, Gaming averages 3.4 recordable injuries per 100 full-time workers per year (Total Case Rate, 2016-2024). The BLS national benchmark for this NAICS code is 3.1.
Gaming ranks #411 of 540 industries with at least 100 rated employers by average TCR (highest TCR = #1, most dangerous). That places it above 76% of ranked industries by injury rate.
235 establishments report to OSHA's Injury Tracking Application under this NAICS code, of which 219 have a credible enough filing history to carry a rated average TCR.
Working in Gaming?
This sector averages 3.4 against a BLS benchmark of 3.1 - but individual employers span the full A-to-F range.
Sector figures use the credible-subset mean across reporting employers; a benchmark is not any single establishment's measured rate.
Every figure and grade on PlainSafetyScore is computed directly from OSHA's published Injury Tracking Application data and BLS industry benchmarks, no number is typed in by an editor. See our editorial standards & corrections policy, the methodology behind these safety grades, or report a data error. Data current as of 2016-2024 OSHA ITA release.
Across 219 OSHA-reporting establishments with a credible rate, Gaming averages 3.4 recordable injuries per 100 full-time workers per year (Total Case Rate, 2016-2024). The BLS national benchmark for this NAICS code is 3.1.
Gaming ranks #411 of 540 industries with at least 100 rated employers by average TCR (highest TCR = #1, most dangerous). That places it above 76% of ranked industries by injury rate.
235 establishments report to OSHA's Injury Tracking Application under this NAICS code, of which 219 have a credible enough filing history to carry a rated average TCR.