The Thesis
... most [games] shared one aspect - violence. It is an inherent part of video game culture.

Not a clear what sentences mean. Are gamers violent or casual about refering violence when talking. No citation on this thought...

Victory over opponents is fun, beating up your worst enemies is fun, destroying things is fun, shooting is fun - even killing is fun (for some).

For some is weird loaded language in otherwise neutral sentence.

Especially in the early shaping ages, video games were mainly enjoyed and made by a male audience. This supposedly has led to many different issues in recent years for women and underrepresented groups. But videogames have grown and established themselves as a mature art form and started to actually question the status quo.

Paragraph lacks citation for male audience. What is even considered a video game in this sentence. Using "This supposedly" does not how made such a claim or can that how be trusted.

The recent boom of the indie game market proves there is a different path. The sheer amount of innovation indie games gifted to us in just a couple of years is the first indicator to my thesis. We even see more and more indie games that completely forego violence. And we can also see this innovation influencing the 'big' games, like double- and triple-A games (see Appendix I). It seems there is growing demand for games like that.

Is it really new topic to be asking about violence vs non-violent market share difference?

I do not intend to debate the morals, politics or the general metaphysics of violence on deeper levels. Also, I won't discuss the effect of violence on consumers or the video game industry. And most importantly, I do not say that violence in video games cannot be fun or meaningful.

I firmly believe that violence in video games is just as integral as any other topic and it needs to be reflected. Video games that feature violence are fun and widely enjoyed around the world and for good reason!

Okay I guess author does not realize that inntroduction has winks on the opposite direction.

General thought Chris Franklin's option in Reason against Violence.

What is needed to portray an immersive experience is struggle - the very concept of life. Struggle is what makes the experience (or representation) of life interesting! And so it comes, that violence is a very easy and effective way to express struggle. But this struggle has a limited range of life experiences it can represent.

Mere strugle does not mean story is engaging story nor gameplay. Strugle is too reductive way of looking at it.

But the range of human emotions and life struggles is so much broader than just physical survival against enemies. The human desire of belonging, recognition, fulfillment, self-improvement or the incredible broad range of emotions in social interactions of fear and love offer so much more content. Meaningful and important content!
What human's desire is not cited. Also, just because what humans want in real life does not mean they want that in there entertaiment.
What I mean by that is, this work is not looking at genres with a history of few violence (like puzzle, simulations, sports or management games), but au contraire it specifically looks into game genres with a long history of violence!

The thesis claims: