Facebook
TwitterAnimal Crossing: New Horizons was released exclusively on the Nintendo Switch on March 20, 2020. The simulation game allows players to build up a community from scratch on a deserted island. The Nintendo title was a roaring success, selling more digital copies - five million - in a single month than any other console game in history. Currently, lifetime sales of Animal Crossing: New Horizons sit at 48.19 million units.
Facebook
TwitterReleased in March 2020 for the Switch gaming console, Nintendo's Animal Crossing: New Horizons was a smash hit and has accumulated nearly **** million unit sales as of March 2025. The Animal Crossing series of games enables gamers to play a character in a village inhabited by animals. The open-end game allows players to build up a community and take part in activities such as fishing and fossil hunting. The first game in the series was released on the Nintendo GameCube in 2001, selling 2.3 million copies worldwide.
Facebook
Twitterhttps://choosealicense.com/licenses/cc0-1.0/https://choosealicense.com/licenses/cc0-1.0/
Dataset Card for Animal Crossing New Horizons Catalog
Dataset Summary
Context
This dataset comes from this spreadsheet, a comprehensive Item Catalog for Animal Crossing New Horizons (ACNH). As described by Wikipedia,
ACNH is a life simulation game released by Nintendo for Nintendo Switch on March 20, 2020. It is the fifth main series title in the Animal Crossing series and, with 5 million digital copies sold, has broken the record for Switch title with most… See the full description on the dataset page: https://huggingface.co/datasets/osanseviero/kaggle-animal-crossing-new-horizons-nookplaza-dataset.
Facebook
TwitterAttribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
The present repository includes :
" [...] furthermore, after reviewing the application for review, no ethical issues were identified by the committee.The committee notes that:The data were collected from a population of individuals who do not a priori present the characteristics of a vulnerable population; The risks associated with participation in the research are minimal; The data collected are anonymous; Individuals have been informed that the data may be used for scientific purposes; However, we remind you that in the future, any research project, as defined in the policy, must be approved by the research ethics committee before proceeding with the collection of data. Therefore, please accept this letter in lieu of an ethics certificate from the Research Ethics Board - Education and Social Sciences of the Université de Sherbrooke. This letter may be used when submitting for publication or presentation of the results of this study or for any results of this study or for any other request related to the ethical approval of this project. "
Mme Ariane Tessier
Coordonnatrice à l'éthique de la recherche - Université de Sherbrooke, CA QC
If you have any problem with the present ressources, don't hesitate to contact me :
simoncoroller.biologie@gmail.com CC : Simon.Coroller@usherbrooke.ca
I would gladly discuss with you !
Best wishes.
COROLLER & FLINOIS
Facebook
TwitterPublished by Nintendo and released in October 2017, Animal Crossing: Pocket Camp is a simulation video game in which players are invited to decorate a campsite for which they are responsible, try to find and trade resources to get random rewards, and build up their settlement. The game enjoyed great success in April 2020, amassing over ************* downloads worldwide. This sharp growth in downloads is no doubt in part due to the success of the Nintendo Switch exclusive Animal Crossing: New Horizons, which was released in March 2020.
Facebook
TwitterNintendo's Animal Crossing: New Horizons gained an immense popularity in the Chinese market. As of December 2020, there were ******* posts on the Chinese Twitter-like platform Sina Weibo. The island-life simulation game was removed from sales on websites in China after some players had used the game to protest against government policies related to the coronavirus outbreak.
Facebook
Twitter
According to our latest research, the global Animal Crossing Fence Gates market size reached USD 412 million in 2024, demonstrating robust engagement from the gaming community and a growing trend toward virtual customization. The market is projected to expand at a CAGR of 8.1% from 2025 to 2033, with the total market value forecasted to reach approximately USD 799 million by 2033. This growth is primarily driven by the increasing popularity of the Animal Crossing franchise, the rise in user-generated content, and an expanding base of both casual and dedicated players seeking creative expression through in-game assets and customization options.
One of the primary growth factors fueling the Animal Crossing Fence Gates market is the ever-increasing demand for personalization and aesthetic enhancement in virtual environments. Players are continually seeking new ways to express their unique styles and personalities within the game, and fence gates have become a pivotal element in landscape design and property demarcation. The availability of diverse materials, styles, and customization options has further propelled the demand, as players desire to create distinct and visually appealing outdoor spaces. This trend is amplified by the integration of social sharing features, allowing users to showcase their designs and inspire others, thus creating a positive feedback loop that sustains market momentum.
Another significant driver is the evolution of in-game economies and monetization strategies. With the introduction of microtransactions, in-game purchases, and exclusive downloadable content, the Animal Crossing Fence Gates market has witnessed a surge in revenue streams. Players are willing to invest real-world money to acquire rare or limited-edition fence gates, enhancing their gaming experience and status within the community. This monetization approach is further supported by seasonal events, collaborations, and special promotions, which stimulate recurring engagement and spending. As game developers continue to innovate and introduce new content, the market is expected to benefit from sustained player interest and diversified purchasing behavior.
Technological advancements and cross-platform compatibility also play a crucial role in the expansion of the Animal Crossing Fence Gates market. Enhanced graphics, improved user interfaces, and seamless integration across different devices have made it easier for players to access and utilize fence gates in their virtual worlds. Moreover, the rise of online communities and forums dedicated to Animal Crossing has fostered a collaborative environment where players exchange ideas, trade items, and participate in joint projects. This sense of community and shared creativity not only drives demand for new and innovative fence gate designs but also strengthens brand loyalty and long-term engagement with the franchise.
From a regional perspective, North America and Asia Pacific remain dominant markets, accounting for the largest shares of the global Animal Crossing Fence Gates market in 2024. The United States and Japan, in particular, have a strong base of dedicated players and content creators, supported by robust digital infrastructure and high disposable incomes. Europe follows closely, with growing adoption rates among younger demographics and an increasing presence of online gaming communities. Meanwhile, Latin America and the Middle East & Africa are emerging markets, showing promising growth potential as internet penetration and gaming culture continue to expand. Regional variations in consumer preferences, technological adoption, and cultural influences are expected to shape the market landscape over the forecast period.
The Animal Crossing Fence Gates market is segmented by product type into Wooden Fence Gates, Iron Fence Gates, Bamboo Fence Gates, Stone Fence Gates, and Others, each catering to distinct aesthetic preferences and functional requirements within the game
Facebook
TwitterFinancial overview and grant giving statistics of Crossing Paths Animal Rescue
Facebook
TwitterAttribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Wildlife crossings are designed to mitigate barrier effects of transportation infrastructure on wildlife movement. Most efforts in evaluating crossing efficiency focus on counting animal use. However, crossings placed at suboptimal locations may alter animals’ natural movement pattern and decrease population fitness, which cannot be reflected solely by counts of animal use. The long-distance migration of Tibetan antelope (Pantholops hodgsonii) is directly affected by the Qinghai-Tibet Railway (QTR). Using the Wubei wildlife underpass along the QTR, we evaluated how underpass placement affects migration routes and decreases movement efficiency. We calculated the net-squared displacement of each animal to identify migration segments (wintering, calving, and migrating) based on Argos tracking data. We used two corridor modeling methods to identify optimal routes that theoretically require less energy to travel between seasonal habitats. We calculated the distance from actual migration routes recorded by Argos to the modelled optimal routes. We found that antelopes stray farther away from the optimal routes as they approach Wubei, indicating that animals have to deviate from their optimal migration pathway to access the railway underpass. On average, antelopes prolong their migration distance by 86.19 km (SEM = 17.29 km) in order to access the underpass. Our study suggests crossing location can affect animal migrations even if structures facilitate animal crossing. To better conserve long-distance migrations, long-term studies using tracking data which evaluate optimal migration routes are needed. We suggest considering the location and structural characteristics in designing and improving wildlife crossings, which do not only facilitate utilization, but also optimize animal movement processes such as migration.
Facebook
TwitterIn the first quarter of 2025, the farm life simulation role-playing video game Fields of Mistria was the game with the highest level female engagement, as women made up **** percent of those playing and livestreaming the game. Animal Crossing: New Horizons and Yakuza 0 also received high levels of engagement from women, with this demographic making up **** percent and **** percent of users and broadcasters.
Facebook
TwitterThe COVID-19 pandemic that spread across the world at the beginning of 2020 was not only a big threat to public health, but also to the entire entertainment industry. While cinemas and theaters closed their doors to try to stem the spread of the disease, many people turned to home entertainment during periods of self-isolation. From March 16 to March 22, a total of 4.3 million games were sold worldwide. This 63 percent total increase from the previous week is, in part, due to the release of Animal Crossing: New Horizons by Nintendo. However, like-for-like game sales also increased by 44 percent, suggesting that many people were turning to video gaming to keep them entertained through the crisis.
Facebook
Twitterhttps://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy
According to Cognitive Market Research, the global Entertainment Software market Application was USD XX million in 2024. It will expand at a compound annual growth rate (CAGR) of 18.00% from 2024 to 2031.
North America held the major market share for more than 40% of the global revenue with a market Application of USD XX million in 2024 and will grow at a compound annual growth rate (CAGR) of 16.2% from 2024 to 2031.
Europe accounted for a market share of over 30% of the global revenue with a market Application of USD XX million.
Asia Pacific held a market share of around 23% of the global revenue with a market Application of USD XX million in 2024 and will grow at a compound annual growth rate (CAGR) of 20.0% from 2024 to 2031.
Latin America had a market share of more than 5% of the global revenue with a market Application of USD XX million in 2024 and will grow at a compound annual growth rate (CAGR) of 17.4% from 2024 to 2031.
Middle East and Africa had a market share of around 2% of the global revenue and was estimated at a market Application of USD XX million in 2024 and will grow at a compound annual growth rate (CAGR) of 17.7% from 2024 to 2031.
The Cotton category is the fastest growing segment of the Entertainment Software industry
Market Dynamics of Entertainment Software Market
Key Drivers for Entertainment Software Market
Increase in Gaming Population to Boost Market Growth
The global gaming population is experiencing rapid growth, with millions of new players joining the market each year, encompassing casual, professional, and social gamers across various age groups. The gaming industry's impressive expansion is expected to continue, with projections estimating its value to reach $321 billion by 2026. For instance, Nintendo’s Animal Crossing: New Horizons, released in March 2020, sold an impressive 13.4 million units within its first six weeks. In 2017, video games accounted for only 6.1% of global entertainment and media spending, but by 2026, this share is projected to rise to 10.9% as gaming becomes increasingly mainstream. Additionally, the gaming audience has grown beyond the traditional demographic of young males to include women and older players, fueling the creation of more diverse genres within entertainment software.
Rising Smartphone Penetration to Drive Market Growth
The widespread use of smartphones and enhanced mobile internet connectivity, including the rollout of 5G, has made mobile gaming a significant segment of the entertainment software market. According to the GSMA’s 2023 State of Mobile Internet Connectivity Report (SOMIC), over half (54%) of the global population—around 4.3 billion people—now own a smartphone. Of the 4.6 billion people using mobile internet, nearly 4 billion access it through a smartphone, accounting for almost half (49%) of the world's population. Additionally, 600 million people, or 8% of the global population, still use feature phones to connect to the internet. The global expansion of 4G and 5G networks has enabled over two-thirds (69%) of smartphone users to access mobile broadband via 4G devices, with 17% using 5G-enabled devices, particularly in developed markets like North America and East Asia & Pacific. Many mobile games adopt freemium or in-app purchase models, making them accessible to a wider audience while generating significant revenue for developers.
Restraint Factor for the Entertainment Software Market
High Development Costs Will Limit Market Growth
Developing high-quality entertainment software, especially AAA games, requires significant investment in technology, talent, and marketing. This increases the financial risk for developers, especially smaller studios. Players’ expectations for realistic graphics, AI integration, and immersive gameplay have pushed up production costs, making it challenging for smaller companies to compete. Games-as-a-service models necessitate ongoing updates, bug fixes, and content creation, which further strain financial resources. The widespread availability of pirated games undermines revenues, particularly in regions with weak intellectual property laws. Some countries lack stringent copyright protections or the resources to enforce them effectively, making it difficult for companies to protect their products.
Impact of Covid-19 on the Entertainment Software Market
The pandemic disrupted development cycles, with m...
Facebook
Twitterhttps://dataful.in/terms-and-conditionshttps://dataful.in/terms-and-conditions
The dataset contains year-, state- and city-wise (cities with over 2 million population) data on number of cases, injured and died in the road and unmanned railway stations, categorized by types of causes such as Dangerous or Careless Driving/Over-taking, Vehicles Parking at Road Shoulders, Causes Not Known, Lack of Road Infrastructure, Weather Condition, Other Causes, Over speeding, Driving under influence of Drug/Alcohol, Physical failure of drivers, Animal Crossing, Defect in vehicle condition
Facebook
TwitterIn the financial year ending March 2025, Nintendo generated just over 419 billion Japanese yen (2.8 billion U.S. dollars) in revenue in the United States alone. This accounted for over a third of its annual revenues, making the U.S. the largest market for Nintendo. Europe followed, where Nintendo generated nearly three billion U.S. dollars in sales revenue. Overall, Nintendo’s total revenue for FY 2025 was just over 7 million U.S. dollars, marking a decrease of around four million U.S. dollars compared to the previous year. This continues a trend of declining revenue that began after reaching a decade high of around 16 billion U.S. dollars in FY 2021. Nintendo Switch tops the market The Nintendo Switch has been a major revenue driver for the company, accounting for over 94 percent of Nintendo’s revenue in that year. Since its launch in 2017, the Nintendo Switch has sold nearly 130 million units and has consistently outperformed other current-generation consoles in global sales each year, up until 2022. Nintendo’s game consoles have always enjoyed global popularity, with three of its consoles ranking among the top 5 best-selling game consoles of all time. Notably, Nintendo is the only company to have a current-generation console among the top- 5 all-time best-selling game consoles. Nintendo games leading global sales When it comes to game titles, Nintendo boasts three of the top- ten best-selling console games of all time. Mario Kart 8 Deluxe has sold over 55 million units, leading the pack as the top-selling Nintendo Switch game based on lifetime sales as of June 2023. Hot on its heels are Pokémon Scarlet and Pokémon Violet, the best-selling Nintendo titles in FY 2023 with 22 million units sold since their release in 2022. Other popular titles include Animal Crossing: New Horizons, Super Smash Bros. Ultimate, and The Legend of Zelda, each contributing significantly to Nintendo’s success. Overall, Nintendo sold more than 235 million units of software for its Nintendo Switch gaming console in FY 2022 alone.
Facebook
TwitterSignificant fluctuations are estimated for all segments over the forecast period for the revenue. The revenue decreases only in the segment Physically Sold Video Games towards the end of the forecast period, while the remaining segments follow a positive trend. The absolute difference between 2020 and 2030 is *** billion U.S. dollars. Find further statistics on other topics such as a comparison of the average revenue per user in Belgium and a comparison of the revenue in Germany. The Statista Market Insights cover a broad range of additional markets.
Facebook
TwitterAttribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
(i) AbstractWildlife crossing structures are widely implemented to mitigate the detrimental effects of increasing road infrastructure. This global systematic review assessed the effectiveness of current research in evaluating the success of these structures in addressing both the immediate and long-term impacts of roads. The results indicate that despite 50 years of research, there is not enough evidence to reach definite conclusions. Many studies rely on single monitoring methods and prioritise wildlife movement over other critical measures such as population viability, genetic flow and collision reduction. Inconsistencies in definitions of effectiveness, along with lack of control sites and baseline data further limit comparability across studies. Additionally, short study durations and geographic bias of research towards the global north further limited fair evaluation. However, the increase in use of emerging technologies, particularly artificial intelligence, offers significant potential to improve monitoring practices. This review recommends prioritising the development and integration of these technologies alongside establishing standardising guidelines, encouraging global inclusivity and incorporating long-term monitoring.
Facebook
TwitterAnimal Crossing: New Horizons for the Nintendo Switch sold more than ************ units in Japan during the first half of 2020. The game was released in March of that year and became a top-selling title partly due to the effects of the COVID-19 pandemic, which encouraged people to stay at home and seek alternative ways of spending their time.
Facebook
TwitterMIT Licensehttps://opensource.org/licenses/MIT
License information was derived automatically
Many provinces in Spain are suffering an increasing number of animal-car collisions in the recent years so as to become one of the main issues to the official bodies with traffic and/or environmental responsibilities. In this context, the present study has been devoted to the analysis of the causes and potential solutions to the problem in the Province of Soria (Central Spain), where more than 50 percent of the reported car accidents were related in 2000 to the presence of wild animals on the road. The study was funded by the DirecciĂłn General de Medio Natural from the ConsejerĂa de Medio Ambiente of Junta de Castilla y LeĂłn (the regional body in charge of game and wildlife) with a total budget of ca. $11,650. The modelling has been carried out at two different spatial scales, a regional one focused oo the definition of the areas with high accidentality, and a local one aimed at the search of factors determining the exact locations of accidents. The study was based on the database of car acidents provided by the DirecciĂłn General de Tráfico with indication of date, hour and location of the accident (approximated to the nearest 0.1km post), and species involved in the crash. This database comprised a total of 2,067 accident locations corresponding to the 1988-2001 period. An initial analysis of the spatial contagion among accident locations lead to the definition a set of 41 “black sections” in roads, with 0.8 to 47.3km length each. These sectors embrace more than 70 percent of accident locations, though totalizing only a 7.7 percent of the road network of the province. A GIS-based analysis of the landscape features corresponding to these sectors was carried out in comparison with a set of 43 “white sections” interspersed among them. This task was based on the forest map of the province (1:50.000 scale) working with 1km radius circles centered on the midpoint of “black” and “white” sections. Nine land-use variables plus the length of ecotones and the diversity of substrata were used as input variables. The statistical analysis and the modelling showed the accident-prone areas to be characterized by their high forest cover, low presence of human structures, and a high diversity of vegetation types with some presence of crops. The analysis at the accident-point scale was carried out within a total of 18 “black sections” of roads, through a sampling of 12 points with accidents recorded and 12 free of them in each section. In each point 28 quantitative and qualitative variables were measured. The variables covered the most relevant features believed to be potentially related to accidentality, such as the road characteristics from the driver’s point of view (distance to curve, signaling), habitat structure (land-uses, distance to trees), and local morphology (natural geomorphology plus human-made structures). The statistical analyses and modelling showed the accidents happening at points of animal corridors crossing the road, with vegetation, local morphology plus human structures forcing the animals to cross at predictable points. The results thus show the potential to predict the points with higher probabilities to be accident-prone, thus opening the way for the efficient expenditure in mitigative and preventive measures for both the problem of animal-car collisions and for the alleviation of population fragmentation by roads. Moreover, modelling points to the possibility of mitigating the problem of animal-vehicle collisions in small roads by a combination of fencing and the ubication of alternative animal passes at certain points.
Facebook
TwitterWith nearly 69 million units sold, Mario Kart 8 Deluxe was the top-selling Nintendo Switch game based on lifetime sales as of June 2025. The Legend of Zelda: Tears of the Kingdom ranked eighth with over 21 million sales, which is even more impressive considering that the title was only released in May 2023. Nintendo Switch The Nintendo Switch is one of the most sought-after video game consoles worldwide. First launched in 2017 by Japanese gaming powerhouse Nintendo, the Switch has generated global buzz for its unique hybrid design that allows players to switch from stationary console to handheld device whenever they want. As of December 2024, Nintendo Switch unit sales surpassed 150 million, and with new games entering the playing field each year, the Switch continues to give competitors such as the PS5 and Xbox Series X/S a run for their money. Super Mario phenomenon Super Mario is perhaps the most recognizable character in the entire gaming universe. Equipped with his signature blue dungarees and handlebar mustache, the loveable plumber has become so popular that at least one Super Mario game has been released for every major Nintendo video game console and handheld for over three decades. As of 2024, Mario remained one of the best-selling video game franchise worldwide, raking only behind Tetris and Pokémon. Looking at the most successful Mario video game of all time, Mario Kart 8 Deluxe has also overtaken cult classic Super Mario Bros. for the original NES console.
Facebook
TwitterAs of April 2021, the top grossing mobile simulation adventure game was Harry Potter: Hogwarts Mystery, having grossed 105 million U.S. dollars in the preceding 12 months. Additionally, Animal Crossing: Pocket Camp grossed a total of 77 million U.S. dollars in the same period.
Facebook
TwitterAnimal Crossing: New Horizons was released exclusively on the Nintendo Switch on March 20, 2020. The simulation game allows players to build up a community from scratch on a deserted island. The Nintendo title was a roaring success, selling more digital copies - five million - in a single month than any other console game in history. Currently, lifetime sales of Animal Crossing: New Horizons sit at 48.19 million units.