3 datasets found
  1. Global gaming penetration Q2 2025, by age and gender

    • statista.com
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    Statista, Global gaming penetration Q2 2025, by age and gender [Dataset]. https://www.statista.com/statistics/326420/console-gamers-gender/
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    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    A survey conducted in the second quarter of 2025 found that around 91.5 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 93 percent of male respondents in the same age group stated that they played video games. Worldwide, over 82 percent of internet users were gamers.

  2. Descriptive statistics and correlations between the variables in female and...

    • plos.figshare.com
    xls
    Updated Jun 1, 2023
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    Andrzej Cudo; Natalia Kopiś; Emilia Zabielska-Mendyk (2023). Descriptive statistics and correlations between the variables in female and male gamers group. [Dataset]. http://doi.org/10.1371/journal.pone.0226213.t001
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    xlsAvailable download formats
    Dataset updated
    Jun 1, 2023
    Dataset provided by
    PLOShttp://plos.org/
    Authors
    Andrzej Cudo; Natalia Kopiś; Emilia Zabielska-Mendyk
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    Descriptive statistics and correlations between the variables in female and male gamers group.

  3. Virtual Reality Therapy for Adults Post-Stroke: A Systematic Review and...

    • plos.figshare.com
    doc
    Updated Jun 3, 2023
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    Keith R. Lohse; Courtney G. E. Hilderman; Katharine L. Cheung; Sandy Tatla; H. F. Machiel Van der Loos (2023). Virtual Reality Therapy for Adults Post-Stroke: A Systematic Review and Meta-Analysis Exploring Virtual Environments and Commercial Games in Therapy [Dataset]. http://doi.org/10.1371/journal.pone.0093318
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    docAvailable download formats
    Dataset updated
    Jun 3, 2023
    Dataset provided by
    PLOShttp://plos.org/
    Authors
    Keith R. Lohse; Courtney G. E. Hilderman; Katharine L. Cheung; Sandy Tatla; H. F. Machiel Van der Loos
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    BackgroundThe objective of this analysis was to systematically review the evidence for virtual reality (VR) therapy in an adult post-stroke population in both custom built virtual environments (VE) and commercially available gaming systems (CG).MethodsMEDLINE, CINAHL, EMBASE, ERIC, PSYCInfo, DARE, PEDro, Cochrane Central Register of Controlled Trials, and Cochrane Database of Systematic Reviews were systematically searched from the earliest available date until April 4, 2013. Controlled trials that compared VR to conventional therapy were included. Population criteria included adults (>18) post-stroke, excluding children, cerebral palsy, and other neurological disorders. Included studies were reported in English. Quality of studies was assessed with the Physiotherapy Evidence Database Scale (PEDro).ResultsTwenty-six studies met the inclusion criteria. For body function outcomes, there was a significant benefit of VR therapy compared to conventional therapy controls, G = 0.48, 95% CI = [0.27, 0.70], and no significant difference between VE and CG interventions (P = 0.38). For activity outcomes, there was a significant benefit of VR therapy, G = 0.58, 95% CI = [0.32, 0.85], and no significant difference between VE and CG interventions (P = 0.66). For participation outcomes, the overall effect size was G = 0.56, 95% CI = [0.02, 1.10]. All participation outcomes came from VE studies.DiscussionVR rehabilitation moderately improves outcomes compared to conventional therapy in adults post-stroke. Current CG interventions have been too few and too small to assess potential benefits of CG. Future research in this area should aim to clearly define conventional therapy, report on participation measures, consider motivational components of therapy, and investigate commercially available systems in larger RCTs.Trial RegistrationProspero CRD42013004338

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Statista, Global gaming penetration Q2 2025, by age and gender [Dataset]. https://www.statista.com/statistics/326420/console-gamers-gender/
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Global gaming penetration Q2 2025, by age and gender

Explore at:
25 scholarly articles cite this dataset (View in Google Scholar)
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
Worldwide
Description

A survey conducted in the second quarter of 2025 found that around 91.5 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 93 percent of male respondents in the same age group stated that they played video games. Worldwide, over 82 percent of internet users were gamers.

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