The "Stop Killing Games" movement is a lot more palatable to the general public. (It can be boiled down to "I should be able to play the thing I bought and paid for")
As soon as you mention to someone uninvolved what started this conversation (incest games and such), you're climbing an uphill battle.
It's the same reason why "protect the children" arguments often work, no matter how flawed.
I'd say it'll become more and more relevant to enact such changes. Unlike in the 90s/2000s where gaming was a somewhat 'niche' thing, it's definitely in the mainstream nowadays.
Based on my 5 seconds of Googling, games made about $190b in revenue, 55% from mobile. Movies made $32b, so even ignoring mobile, games are about double what movies do. Games also have massive projects like Call of Duty that now cost $700 million to develop.
Steam as a platform accounts for about $5bn. A good chunk of it is Roblox, Minecraft and Fortnite. Then a handful of really big hitters like GTA and CoD. Excluding those enormous titles, the games industry is smaller than the numbers suggest.
Which is to say, the big fish are the ones with the most influence and least likely to be affected by this.
Then again, things are looking good for the Stop Killing Games campaign so maybe the "gamer" demographic is big enough now to have real influence.