14 datasets found
  1. Counter-Strike 2 peak concurrent player number on Steam 2025

    • statista.com
    • ai-chatbox.pro
    Updated May 5, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). Counter-Strike 2 peak concurrent player number on Steam 2025 [Dataset]. https://www.statista.com/statistics/808630/csgo-number-players-steam/
    Explore at:
    Dataset updated
    May 5, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2016 - Apr 2025
    Area covered
    Worldwide
    Description

    In September 2023, Counter-Strike: Global Offensive (CS:GO) was upgraded to Counter-Strike 2. As of April 2025, Counter-Strike 2 had 1.8 million peak concurrent players on Steam, slightly down from the peak marked in the previous month. CS2 completely replaced CSGO on Steam. Counter Strike still going strong Despite the fact that CS:GO was in August 2012, the game was very popular online and has developed a cult following until its replacement by Counter-Strike 2. CS2 is the fifth game in the Counter-Strike series of games. As with its predecessors, the game takes the form of a multiplayer first-person shooter in which two teams are pitted against each other in various different game modes. After more than a decade, the game's sequel was published on Steam. Not just a game for the gamers While millions of gamers have fun playing Counter-Strike, millions more watch official tournaments online. With such a large fanbase, it is unsurprising that these eSports tournaments are worth big money. The annual cumulative tournament prize pool for the game stood at 20.83 million U.S. dollars in 2024, an increase from the previous year. Gamers are therefore in line for big paydays if they do well in these tournaments, with Danil Kryshkovets, known by his online alias donk, being the top-earning Counter-Strike 2 eSports player worldwide.

  2. Most played games on Steam monthly 2025, by concurrent players

    • statista.com
    • ai-chatbox.pro
    Updated Jul 16, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). Most played games on Steam monthly 2025, by concurrent players [Dataset]. https://www.statista.com/statistics/1179973/steam-games-peak-concurrent-players/
    Explore at:
    Dataset updated
    Jul 16, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jul 16, 2026
    Area covered
    Worldwide
    Description

    Counter-Strike 2 was the most popular game on Steam in July 2025. The tactical first-person shooter game racked up an impressive 917,677 average concurrent players per week, which was more than competing titles Dota 2, PUBG: BATTLEGROUNDS, and Marvel Rivals did. What is Steam? Steam is one of the top-grossing digital gaming content platforms worldwide. Initially created by Valve Corporation to update games such as Counter-Strike in 2003, the service has since expanded to include games from third-party developers and publishers. The platform also offers multiplayer gaming, digital rights management, social networking, and video streaming services, drawing millions of users from around the world each day. In 2023, the number of peak concurrent Steam users hit 33 million, gaining roughtly three million users per year. Counter Strike strikes again Counter-Strike 2 is a multiplayer first-person shooter game that pits two teams of terrorists and counter-terrorists against each other in different objective-based game modes. As the fifth game in the top-rated Counter-Strike series, CS2 was released as a direct successor to Counter-Strike: Global Offensive. The game was released in 2023 as an updated version of CS:GO. In 2024, Counter-Strike 2 came third in the ranking of most played games on Steam at more than 1.7 million peak concurrent players.

  3. CS:GO revenue worldwide 2015-2018

    • statista.com
    Updated Jan 29, 2021
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2021). CS:GO revenue worldwide 2015-2018 [Dataset]. https://www.statista.com/statistics/808773/csgo-revenue/
    Explore at:
    Dataset updated
    Jan 29, 2021
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    Counter-Strike: Global Offensive (CS:GO) is an online multiplayer game which pits two teams, the Terrorists and the Counter-Terrorists, against each other in a fight for survival. First released in August 2012, the game has become a commercial and critical success. It won the fan’s choice eSports Game of the Year at The Game Awards 2015 and, most recently, generated revenue of 414 million U.S. dollars worldwide in 2018.

    Counter Strike on Steam CS:GO is the fourth game in the Counter-Strike series and was released on both PlayStation 3 and Xbox 360 as well as on PC. It is most commonly played on the PC gaming platform Steam, where it ranks second on the list of all-time best-selling games. Due to its multiplayer nature, the game often attracts large numbers of gamers at once - its record high peak concurrent player number on Steam was registered in April 2016, at nearly 850.5 thousand gamers playing at the same time. Despite now being several years old, Counter-Strike: Global Offensive has still managed to retain a loyal fan base. The game had over 20 million monthly active users at the beginning of 2019, a huge increase from the 2.2 million playing in February 2014.

    Big money at stake As a result of the fast-paced and exciting nature of the game, Counter-Strike has also become a hit eSports game. ELEAGUE Major, a CG:GO championship which took place in Boston in 2018, was viewed by a peak of nearly 1.9 million viewers, making it the most watched CS:GO tournament in 2018. The number of viewers engrossed in the action is no doubt increased by the significant sums of money on the line. The cumulative prize pool for Global Offensive tournaments worldwide in 2018 stood at a record 22.65 million U.S. dollars. It seems that it pays to be good at video games and nobody knows this more than Andreas Højsleth, also known as Xyp9x, who has won an estimated 1.32 million U.S. dollars through his Counter-Strike: Global Offensive eSports career.

  4. Prediction of In-game Deaths in CS:GO (raw)

    • kaggle.com
    Updated Apr 20, 2022
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Stefan Marshall (2022). Prediction of In-game Deaths in CS:GO (raw) [Dataset]. https://www.kaggle.com/datasets/stefan8888/prediction-of-ingame-deaths-in-csgo-raw
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Apr 20, 2022
    Dataset provided by
    Kaggle
    Authors
    Stefan Marshall
    License

    http://www.gnu.org/licenses/agpl-3.0.htmlhttp://www.gnu.org/licenses/agpl-3.0.html

    Description

    Context

    This dataset is built from (nearly) all matches of Counter-Strike: Global Offensive published on HLTV.org between September 6 and October 3 2021. It was first used in [*Marshall, S. (2022). Not so sudden death: Death prediction in CS:GO. Tilburg University*] to enable real-time prediction of player deaths during a match of CS:GO. Its a more raw version of its ML-ready cousin here: https://www.kaggle.com/datasets/stefan8888/prediction-of-ingame-deaths-in-csgo

    Content

    Unlike the other linked dataset, this one is not windowed and no forecast variable has been created, so you can create your own out of isAlive and isDead. It is sampled at 128 ticks, 1 second per row. One sample csv file, sampled from 1 player / 1 round of a randomly selected match, is attached - all other files are in .parquet format to save space.

    FeatureDescription
    hpRemaining health points of the player
    armorRemaining armor points of the player
    isBlindedWhether the player is blinded
    isAirborneWhether the player is airborne
    isDuckingWhether the player is ducking
    isStandingWhether the player is standing
    isScopedWhether the player is aiming down the scope
    isWalkingWhether the player is walking (not running)
    equipmentValueTotal player equipment value
    cashRemaining player cash
    hasHelmetWhether the player has a helmet
    kills_from_avgDistance of players kill count from average
    deaths_from_avgDistance of players death count from average
    total_hp_enemyTotal health points of enemies
    total_hp_teamTotal health points of teammates
    num_enemy_aliveThe number of enemies alive
    num_team_aliveThe number of teammates alive
    enemy_in_range_200Number of enemies within 200 units range
    enemy_in_range_500Number of enemies within 500 units range
    enemy_in_range_1000Number of enemies within 1000 units range
    enemy_in_range_2000Number of enemies within 2000 units range
    enemy_hp_in_range_500Total health points of enemies within 500 units range
    enemy_hp_in_range_1000Total health points of enemies within 1000 units range
    enemy_hp_in_range_2000Total health points of enemies within 2000 units range
    enemy_equipment_in_range_500Total equipment value of enemies within 500 units range
    enemy_equipment_in_range_1000Total equipment value of enemies within 1000 units range
    enemy_equipment_in_range_2000Total equipment value of enemies within 2000 units range
    team_in_range_200Number of teammates within 200 units range
    team_in_range_500Number of teammates within 500 units range
    team_in_range_1000Number of teammates within 1000 units range
    equipment_value_teamTotal equipment value of teammates
    equipment_value_enemyTotal equipment value of enemies
    distance_closest_enemyDistance to the closest enemy
    hp_closest_enemyHealth points of the closest enemy
    active_weaponActive weapon category of the player
    weapon_closest_enemyActive weapon category of the closest enemy
    isAliveWhether the player is alive
    isDeadWhether the player is dead

    Acknowledgements

    This dataset was made possible through the awpy package. [*Xenopoulos, Peter, et al. "Valuing Actions in Counter-Strike: Global Offensive." 2020 IEEE International Conference on Big Data (Big Data). IEEE, 2020*]

  5. Most played games on Steam 2024, by average players per hour

    • statista.com
    • ai-chatbox.pro
    Updated May 13, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). Most played games on Steam 2024, by average players per hour [Dataset]. https://www.statista.com/statistics/656319/steam-most-played-games-average-player-per-hour/
    Explore at:
    Dataset updated
    May 13, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2024
    Area covered
    Worldwide
    Description

    First released in September 2023, Counter-Strike 2 was the most popular game on the PC gaming platform Steam during 2024. The first-person shooter averaged around 685,000 players per hour. Dota 2 was ranked second, while action RPG game Path of Exile 2 was ranked third, with over 303,000 thousand average hourly players during the measured period. Counter-Strike at the top - or at least close to it Counter-Strike 2 was in third place among the Steam games based on peak number of concurrent players on the online gaming platform in 2023. The game reached 1.7 million concurrent players at its peak in 2024. The top spot was claimed by Black Myth: Wukong, with over 2.4 peak concurrent players. Second-ranked action-adventure Palworld accumulated 2.1 million peak concurrent players. Most of the top games on Steam have been around for the better part of a decade — in fact, Black Myth: Wukong, Palworld, Path of Exile 2 and Marvel Rivals are the only titles released in 2024 to make the top list. All other games in the ranking have been released within the last few years and have managed to accumulate a loyal player base. Steam undisputed number one When you think of PC gaming, you automatically think of Steam. The platform, developed by Valve Corporation, had humble beginnings as a digital distribution platform for Valve to provide updates for its games. Fast-forward a few years and Steam released over 15,000 games in 2024 alone and is showing little signs of slowing down. In 2023, the peak concurrent player count on the platform nearly reached 33 million for the first time, a significant increase from six million in 2012. It seems that while Sony, Nintendo, and Microsoft battle it out for console supremacy, Steam remains the undisputed king of PC gaming.

  6. CS:GO Round Winner Classification

    • kaggle.com
    Updated Aug 19, 2020
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Christian Lillelund (2020). CS:GO Round Winner Classification [Dataset]. https://www.kaggle.com/datasets/christianlillelund/csgo-round-winner-classification/code
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Aug 19, 2020
    Dataset provided by
    Kagglehttp://kaggle.com/
    Authors
    Christian Lillelund
    License

    https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/

    Description

    https://www.googleapis.com/download/storage/v1/b/kaggle-user-content/o/inbox%2F4895752%2Fbf6d1be3b18ade8bd780840fd8f871c1%2FU78nzyG.jpg?generation=1597522833435019&alt=media" alt="">

    Context

    CS:GO is a tactical shooter, where two teams (CT and Terrorist) play for a best of 30 rounds, with each round being 1 minute and 55 seconds. There are 5 players on each team (10 in total) and the first team to reach 16 rounds wins the game. At the start, one team plays as CT and the other as Terrorist. After 15 rounds played, the teams swap side. There are 7 different maps a game can be played on. You win a round as Terrorist by either planting the bomb and making sure it explodes, or by eliminating the other team. You win a round as CT by either eliminating the other team, or by disarming the bomb, should it have been planted.

    Content

    The dataset was originally published by Skybox as part of their CS:GO AI Challenge, running from Spring to Fall 2020. The data set consists of ~700 demos from high level tournament play in 2019 and 2020. Warmup rounds and restarts have been filtered, and for the remaining live rounds a round snapshot have been recorded every 20 seconds until the round is decided. Following the initial publication, It has been pre-processed and flattened to improve readability and make it easier for algorithms to process. The total number of snapshots is 122411.

    Skybox website: https://skybox.gg/ Learn more about CS:GO: https://en.wikipedia.org/wiki/Counter-Strike:_Global_Offensive View CS:GO on Steam Store: https://store.steampowered.com/app/730/CounterStrike_Global_Offensive/ Find in-depth information on competitive CS:GO: https://www.hltv.org/

    Acknowledgements

    Thanks to Skybox for taking the time to sample all the snapshots and organising the challenge. It wouldn't be possible to publish any of this without their help.

    Inspiration

    • What types of machine learning models perform best on this dataset?
    • Which features are most indicative of which teams wins the round?
    • How often does the team with most money win?
    • Are some weapons favourable to others?
    • What attributes should your team have to win? Health, armor or money?

    Data Dictionary

    Note: All snapshots are i.i.d in the sense that they each describe the state of a round and can therefore be treated individually. Although multiple snaphots can be taken from the same round.

    You are suppose to predict a label (round winner) based on each individual snapshot.

    | Variable | Definition | Key | | --- | --- | | time_left | The time left in the current round. | | | ct_score | The current score of the Counter-Terrorist team. | | | t_score | The current score of the Terrorist team. | | | map | The map the round is being played on. | E.g. de_dust2, de_inferno and de_overpass | | bomb_planted| If the bomb has been planted or not. | False = No, True = Yes | | ct_health| The total health of all Counter-Terrorist players. | Player health in range 0-100. | | t_health| The total health of all Terrorist players. | Player health in range 0-100. | | ct_armor| The total armor of all Counter-Terrorist players. | | | t_armor| The total armor of all Terrorist players. | | | ct_money| The total bankroll of all Counter-Terrorist players. | Amount in USD. | | t_money| The total bankroll of all Terrorist players. | Amount in USD. | | ct_helmets| Number of helmets on the Counter-Terrorist team. | | | t_helmets| Number of helmets on the Terrorist team. | | | ct_defuse_kits| Number of defuse kits on the Counter-Terrorist team. | | | ct_players_alive| Number of alive players on the Counter-Terrorist team. | Range 0 to 5. | | t_players_alive| Number of alive players on the Terrorist team. | Range 0 to 5. | | ct_weapon_X| Weapon X count on Counter-Terrorist team. | E.g. Ak47, Deagle and UMP45.| | t_weapon_X| Weapon X count on Terrorist team. | E.g. Ak47, Deagle and UMP45.| | ct_grenade_X| Grenade X count on Counter-Terrorist team. | E.g. HeGrenade, Flashbang. | | t_grenade_X| Grenade X count on Terrorist team. | E.g. HeGrenade, Flashbang. | | round_winner | Winner. | CT = Counter-Terrorist, T = Terrorist|

    Screenshots

    https://www.googleapis.com/download/storage/v1/b/kaggle-user-content/o/inbox%2F4895752%2F6055aaccaae62254c199ad5d6de62c85%2Finbox_4895752_7100b4d7486b0b8b99099f7dadc74337_730_screenshots_2016-01-22_00001%20(2).jpg?generation=1597574095666449&alt=media" alt=""> https://www.googleapis.com/download/storage/v1/b/kaggle-user-content/o/inbox%2F4895752%2F391fac1718d81b6c7cf0b53eb231d562%2Finbox_4895752_5e4735cb769c6be5f5872a052d0007e2_841520521_preview_20170113163124_2.jpg?generation=1597574096430659&alt=media" alt=""> ![](https://www.googleapis.com/download/storage/v1/b/kaggle-user-content/o/inbox%2F4895752%2Fe4d9e7918fc8c8a0f807867248617ea6%2Finbox_4895752_24c20a9397f513a3252cd3939c10e65f_De_new_inferno.jpg?generation=1597574097...

  7. D

    Online Multiplayer Video Game Market Report | Global Forecast From 2025 To...

    • dataintelo.com
    csv, pdf, pptx
    Updated Jan 7, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Dataintelo (2025). Online Multiplayer Video Game Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/global-online-multiplayer-video-game-market
    Explore at:
    pptx, pdf, csvAvailable download formats
    Dataset updated
    Jan 7, 2025
    Dataset authored and provided by
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Online Multiplayer Video Game Market Outlook



    In 2023, the global market size for online multiplayer video games is valued at approximately $60 billion and is projected to reach around $120 billion by 2032, growing at a Compound Annual Growth Rate (CAGR) of 7.5%. This growth is driven by several factors, including technological advancements, increasing internet penetration, and the rise of competitive gaming and eSports platforms.



    One of the significant growth factors in the online multiplayer video game market is the rapid advancement in technology. The evolution of high-speed internet and the advent of 5G technology have significantly reduced latency issues, allowing for smoother and more immersive gaming experiences. Additionally, the development of advanced gaming hardware and software has greatly enhanced the visual and performance aspects of these games, driving more players to engage in online multiplayer gaming. Furthermore, the increasing use of artificial intelligence (AI) and machine learning in designing and managing gaming environments and experiences has significantly boosted market growth.



    Another critical factor contributing to the growth of this market is the rising popularity of eSports and competitive gaming. The global eSports audience is expanding, with millions of viewers tuning in to watch professional gamers compete. This surge in viewership has not only increased the player base but also attracted significant investments from sponsors and advertisers, further fueling the market's expansion. Additionally, the social aspects of online multiplayer games, where players can connect, interact, and compete with others globally, contribute to their growing popularity and engagement levels.



    The increasing penetration of smartphones and mobile devices is another pivotal factor driving the market growth. The accessibility and convenience of mobile gaming have broadened the player demographics, attracting a diverse range of age groups and geographical regions. Mobile multiplayer games offer the advantage of playing on-the-go, leading to higher engagement levels and increased in-game spending. Furthermore, the proliferation of app stores and digital distribution platforms has made it easier for developers to reach a global audience, further expanding the market.



    Massive Multiplayer Online (MMO) Games have played a pivotal role in shaping the landscape of the online multiplayer video game market. These games, characterized by their vast virtual worlds and large player bases, offer unique social and collaborative experiences. Players from around the globe can interact, form alliances, and compete in real-time, creating dynamic and ever-evolving gaming environments. The appeal of MMO games lies in their ability to provide endless content and community-driven gameplay, which keeps players engaged over long periods. As technology continues to advance, the potential for more immersive and expansive MMO experiences grows, further driving the market's growth and attracting new players.



    Regionally, the Asia Pacific region is expected to dominate the market, driven by a large population of gamers and high internet penetration rates. North America and Europe are also significant markets, with robust infrastructure and a strong presence of key industry players. The Middle East & Africa and Latin America are emerging markets, showing potential for substantial growth due to increasing internet access and rising disposable incomes. These regions are expected to witness higher CAGRs compared to more mature markets.



    Game Type Analysis



    The online multiplayer video game market is segmented by game type into First-Person Shooter (FPS), Role-Playing Games (RPG), Real-Time Strategy (RTS), Sports, and others. Each game type caters to different player preferences and offers unique gaming experiences. First-Person Shooter games are immensely popular due to their immersive gameplay and dynamic action sequences. Titles like Call of Duty and Counter-Strike have garnered large player bases and have significant influence in the eSports arena. The appeal of FPS games lies in their fast-paced action and competitive nature, making them a staple in the online multiplayer genre.



    Role-Playing Games (RPGs) constitute another major segment within the online multiplayer market. Games such as World of Warcraft and Final Fantasy XIV have created expansive virtual worlds where players can immerse themselve

  8. D

    MMOG (Massively Multiplayer Online Games) Market Report | Global Forecast...

    • dataintelo.com
    csv, pdf, pptx
    Updated Dec 3, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Dataintelo (2024). MMOG (Massively Multiplayer Online Games) Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/mmog-massively-multiplayer-online-games-market
    Explore at:
    pptx, csv, pdfAvailable download formats
    Dataset updated
    Dec 3, 2024
    Dataset authored and provided by
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    MMOG (Massively Multiplayer Online Games) Market Outlook



    The MMOG (Massively Multiplayer Online Games) market size is poised for significant growth, reaching an estimated value of $56 billion by 2023 and projected to soar to $98 billion by 2032, representing a compound annual growth rate (CAGR) of 6.5%. This robust market growth is fueled by a confluence of factors, foremost among them being the increasing accessibility and affordability of high-speed internet and advanced gaming devices, which have democratized gaming across different demographics and regions. The evolution of technology, particularly in graphics and processing power, has enhanced user experiences, thereby driving greater engagement and expanding the consumer base.



    The growth of the MMOG market is also significantly driven by the diversification of game genres and platforms, catering to a wider audience with varying preferences. The proliferation of mobile gaming has particularly broadened the scope of MMOGs, making them accessible to more casual gamers who seek entertainment on the go. The development of cross-platform capabilities has further fueled this expansion, allowing gamers to switch seamlessly between devices without losing progress, thus enhancing user retention. Additionally, the rise of eSports and live streaming has turned gaming into a spectator sport, encouraging more players to participate in MMOGs both competitively and casually.



    Social dynamics play a critical role in the MMOG market's growth, with these games becoming platforms for social interaction and community building. The integration of social features that allow players to connect, collaborate, and compete with others globally has transformed MMOGs into virtual social arenas. This aspect has not only increased player engagement but also attracted new users who seek social connections alongside gaming entertainment. Furthermore, the continuous updates and the introduction of new content have kept players engaged over longer periods, adding to the market's expansion by fostering a sense of novelty and challenge.



    Regionally, the MMOG market is showing diverse patterns of growth. Asia Pacific remains a dominant force, driven by a large and tech-savvy population with a strong affinity for gaming culture. Markets in North America and Europe are also robust, supported by high levels of disposable income and a mature gaming market that continually seeks innovative content. In contrast, regions such as Latin America and the Middle East & Africa are witnessing rapid growth due to increasing internet penetration and mobile device adoption, albeit from a smaller base. These regions collectively provide a fertile ground for market expansion and diversification, contributing to the global MMOG market's vibrant landscape.



    Game Type Analysis



    The game type segment of the MMOG market is one of the most defining aspects, offering a variety of genres to cater to diverse player interests and preferences. Role-Playing Games (RPGs) hold a significant share of the market, propelled by their immersive environments and deep narrative-driven experiences that captivate players. The success of franchises like World of Warcraft and Final Fantasy highlights the enduring appeal of RPGs, which continue to evolve with enhanced graphics and more elaborate storylines. Innovations in story crafting and character development have maintained player interest and loyalty over time, ensuring the ongoing popularity of this genre.



    First-Person Shooter (FPS) games are another critical component of the MMOG landscape. Known for their fast-paced action and tactical depth, FPS games such as Call of Duty and Counter-Strike have amassed a massive following. The competitive nature of FPS games has also driven the growth of eSports, with tournaments attracting millions of viewers worldwide. This has not only popularized the genre but also brought mainstream recognition to the gaming community. The advances in virtual reality (VR) technology are expected to further enhance the FPS experience, offering players an even more immersive and realistic gaming environment.



    Real-Time Strategy (RTS) games, although not as dominant as RPGs and FPS games, have carved out a niche among players who enjoy strategic thinking and planning. Games like StarCraft and Age of Empires have set the standard for this genre, emphasizing resource management and tactical warfare. The RTS genre appeals to a specific audience that values intellectual challenge and strategic depth, maintaining a steady presence in the MMOG market. The integration of multiplayer options in RTS games h

  9. D

    First Person Shooting Game Market Report | Global Forecast From 2025 To 2033...

    • dataintelo.com
    csv, pdf, pptx
    Updated Oct 16, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Dataintelo (2024). First Person Shooting Game Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/first-person-shooting-game-market
    Explore at:
    pdf, pptx, csvAvailable download formats
    Dataset updated
    Oct 16, 2024
    Dataset authored and provided by
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    First Person Shooting Game Market Outlook



    The global First Person Shooting (FPS) game market size was valued at approximately USD 25 billion in 2023 and is projected to reach USD 45 billion by 2032, growing at a CAGR of 6.5% during the forecast period. This remarkable growth can be attributed to the increasing popularity of eSports, advancements in gaming technology, and an ever-expanding gamer base across the world.



    One of the primary growth factors driving the FPS game market is the continuous innovation in gaming technology. The advent of augmented reality (AR) and virtual reality (VR) has revolutionized the gaming experience, providing players with immersive environments that enhance the thrill and engagement of FPS games. Developers are pushing the boundaries with photorealistic graphics, which significantly improve the visual appeal and realism of these games, thereby attracting a larger audience. Moreover, the rise of cloud gaming has made high-quality FPS games more accessible to players who do not own high-end gaming hardware, broadening the market’s reach.



    Another significant growth driver is the increasing popularity of eSports and competitive gaming. FPS games are a prominent genre in the eSports arena, with titles like "Call of Duty," "Counter-Strike," and "Overwatch" leading the charge. The growing number of eSports tournaments and the substantial prize pools associated with them have not only boosted the visibility of FPS games but also encouraged more players to participate professionally. Furthermore, streaming platforms like Twitch and YouTube Gaming have provided a platform for gamers to showcase their skills to a global audience, further enhancing the popularity of FPS games.



    The demographic shift in the gaming population is also a crucial factor contributing to the market growth. The average age of gamers is rising, with adults increasingly engaging in gaming as a form of entertainment and stress relief. This shift has led to a higher disposable income being spent on gaming, including the purchase of FPS games, in-game items, and gaming hardware. Additionally, the social aspect of multiplayer FPS games, which allows players to connect with friends and strangers alike, has seen these games become a popular pastime.



    Regionally, North America holds a significant share of the FPS game market, driven by high disposable incomes, advanced technology infrastructure, and a strong gaming culture. Europe is another key region, with countries like Germany and the UK showing a high adoption rate of FPS games. The Asia Pacific region, particularly countries such as China, Japan, and South Korea, is expected to witness the fastest growth due to a large population of gamers, increasing smartphone penetration, and a booming eSports industry.



    Platform Analysis



    The FPS game market can be segmented by platform into PC, console, and mobile. Each of these platforms has its unique characteristics and target audience, which contribute to the overall dynamics of the market. The PC segment continues to be a significant contributor to the FPS game market. PC gamers benefit from the high performance and customization options that PCs offer. The ability to upgrade components such as graphics cards and processors ensures that players can experience the latest FPS games at their best visual and performance settings. Additionally, the modding community on PC platforms allows for extensive modifications and personalizations of FPS games, enhancing their replay value.



    Console gaming, represented by platforms such as PlayStation, Xbox, and Nintendo, also holds a substantial share of the FPS game market. Consoles offer a more standardized gaming experience, ensuring that players have access to optimized versions of FPS games without the need for hardware upgrades. The exclusivity of certain FPS titles to specific consoles can drive sales within this segment. Moreover, the convenience and ease of use associated with console gaming make it a popular choice among casual and hardcore gamers alike.



    Mobile gaming is the fastest-growing platform within the FPS game market. The proliferation of smartphones and advancements in mobile technology have enabled the development of high-quality FPS games that can be played on-the-go. Mobile FPS games such as "PUBG Mobile" and "Call of Duty Mobile" have garnered massive player bases, particularly in regions with high smartphone penetration. The freemium model, where games are free to download with in-app purchases, has further fueled the growth of mobi

  10. Dota 2 peak concurrent player number on Steam 2025

    • statista.com
    • ai-chatbox.pro
    Updated May 5, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). Dota 2 peak concurrent player number on Steam 2025 [Dataset]. https://www.statista.com/statistics/807457/dota-2-number-players-steam/
    Explore at:
    Dataset updated
    May 5, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2016 - Apr 2025
    Area covered
    Worldwide
    Description

    First released in July 2013, Dota 2 is a multiplayer online battle arena that was created as a sequel to Defense of the Ancients (Dota). Published by Valve Corporation, which is also the creator of the gaming platform Steam, Dota 2 reached its record high peak concurrent player number in March 2016 at nearly 1.29 million gamers playing at the same time. In the last measured month, April 2025, the game peaked at 630,716 concurrent players. One of the biggest games on Steam With the number of monthly active users of DOTA 2 regularly exceeding 7.6 million, the game is one of the most popular on offer on the Steam platform. Dota 2 was the fourth most played game on Steam in 2024, beaten only by Black Myth: Wukong, Palworld, and Counter-Strike 2 in terms of peak number of concurrent players. DOTA 2 ranked second in terms of hourly average number of players. Big money to be won at Dota 2 tournaments As with a lot of the most popular shooter games on PC and console, there is serious money to be won by players who are at the top of their game in Dota 2. At its peak in 2021, the cumulative Dota 2 tournament prize pool worldwide stood at a cool 48 million U.S. dollars - however, the amount of prize money for Dota games has decreased significantly since then. The biggest Dota 2 tournament is The International championship, which most recently took place in Copenhagen in September 2024. The prize pool for the thirteenth edition of The International was 2.58 million U.S. dollars, a far cry from 18.93 million U.S. dollars in 2022. Still, with such sizable sums at stake, it is no surprise that viewers watch in their millions to find out who will come out on top. Nearly 1.52 million viewers tuned in to The International in 2024 to watch the Netherlands-based team, Team Liquid, take home the big prize. The 2020 edition of the tournament was cancelled due to the global coronavirus pandemic.

  11. D

    Game Entertainment Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Sep 23, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Dataintelo (2024). Game Entertainment Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/global-game-entertainment-market
    Explore at:
    pdf, pptx, csvAvailable download formats
    Dataset updated
    Sep 23, 2024
    Authors
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Game Entertainment Market Outlook



    The global game entertainment market size was valued at approximately USD 200 billion in 2023 and is projected to reach around USD 400 billion by 2032, reflecting a compound annual growth rate (CAGR) of about 8.5% during the forecast period. This significant growth is primarily driven by the increasing adoption of mobile gaming, advanced gaming technologies such as augmented reality (AR) and virtual reality (VR), and the rise in eSports popularity globally.



    One of the major growth factors propelling the game entertainment market is the rapid advancement in technology, particularly in AR and VR. These technologies have revolutionized the gaming experience, making it more immersive and interactive. The increasing affordability and accessibility of VR headsets have encouraged a greater number of consumers to invest in gaming consoles and compatible devices. Additionally, developers are continuously innovating, creating more sophisticated and engaging games that attract both casual and hardcore gamers.



    Another significant driver of market growth is the proliferation of smartphones. With improved graphics processing capabilities and enhanced connectivity, smartphones have become the primary gaming device for a large segment of the population. Mobile gaming's convenience and the vast array of available games have led to its dominance in the market. Furthermore, the freemium model, which offers free games with in-app purchases, has proven extremely successful in monetizing mobile games, contributing significantly to overall market revenue.



    The rise of eSports and online gaming communities also plays a crucial role in the market's expansion. eSports tournaments, which attract millions of viewers and participants worldwide, have transformed gaming into a spectator sport. This has led to increased investments from sponsors and advertisers, further boosting market growth. Moreover, online multiplayer games facilitate social interactions, creating a sense of community among players, which enhances user engagement and retention.



    Regionally, Asia Pacific leads the game entertainment market, driven by countries like China, Japan, and South Korea, which are home to a vast number of gamers and some of the largest gaming companies. North America and Europe also hold substantial market shares due to high disposable incomes and the cultural acceptance of gaming as a mainstream form of entertainment. However, emerging markets in Latin America and the Middle East & Africa are showing promising growth prospects due to increasing internet penetration and smartphone adoption.



    Type Analysis



    Video games constitute a significant portion of the game entertainment market, with their evolution spanning several decades. As the industry matured, video games have diversified into various genres such as action, adventure, role-playing, and simulation games, catering to a wide range of player preferences. The introduction of cutting-edge graphics, sophisticated storylines, and advanced AI have elevated the gaming experience, making video games a dominant segment in the market. Companies like Electronic Arts, Ubisoft, and Activision Blizzard are leading this segment, continuously innovating to capture a larger audience.



    Mobile games have seen exponential growth, becoming the most lucrative segment in the game entertainment market. This can be attributed to the widespread use of smartphones and tablets, which are now powerful enough to support high-quality games. The convenience of playing games on-the-go and the availability of free-to-play models with in-app purchases have driven this segment's growth. Popular mobile games like "Candy Crush Saga," "PUBG Mobile," and "Clash of Clans" have set benchmarks in terms of revenue and user engagement, demonstrating the vast potential of mobile gaming.



    PC games continue to maintain a dedicated player base, primarily due to their superior graphics, extensive modding capabilities, and the availability of multiple control options. PC gaming communities are highly engaged, often participating in online forums, live streaming, and modding activities, which enhance the overall gaming experience. The segment benefits from platforms like Steam and Epic Games Store, which offer easy access to a vast library of games. Titles such as "Dota 2," "League of Legends," and "Counter-Strike: Global Offensive" remain highly popular among PC gamers.



    Console games have also carved out a

  12. PUBG peak concurrent player number on Steam 2025

    • statista.com
    • ai-chatbox.pro
    Updated May 5, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). PUBG peak concurrent player number on Steam 2025 [Dataset]. https://www.statista.com/statistics/755111/pubg-number-players/
    Explore at:
    Dataset updated
    May 5, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 2017 - Apr 2025
    Area covered
    Worldwide
    Description

    First released at the start of 2017, PUBG: Battlegrounds (previously known as PlayerUnknown's Battlegrounds) is one of the most popular games on Steam and had 861,598 peak concurrent players in the last recorded month, April 2025. The highest number of concurrent players was recorded in January 2018 at 3.24 million. One of the biggest games on Steam PUBG gained a devoted legion of fans in a short space of time after its release, and cumulative unit sales of the game hit 75 million in December 2021. The game has also been critically acclaimed — it won the Best Multiplayer Game at The Game Awards in 2017 and its free-to-play mobile version for Android and iOS, released in 2018, was nominated for Best Mobile Game at The 2018 Game Awards. This critical success has also translated into commercial success, as the game generated millions of U.S. dollars of revenue, most successfully in the United States. On January 12, 2022, the game has become free to play. Battle of the Battle Royale games PlayerUnknown’s Battlegrounds is an online battle royale game in which up to 100 hundred players battle it out until there is only one player or one team left standing. This format of game has become very popular in recent years. While PUBG has a strong following, especially on Steam, it has come under pressure from rival battle royale game, Fortnite. First released just several months after PUBG, Fortnite has since become a cultural phenomenon, amassing 500 million registered users in just six years. As of 2025, both PUB and Fortnite are still going strong with their loyal audiences.

  13. D

    E sports Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Sep 22, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Dataintelo (2024). E sports Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/global-e-sports-market
    Explore at:
    pptx, pdf, csvAvailable download formats
    Dataset updated
    Sep 22, 2024
    Authors
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    E-Sports Market Outlook



    The global e-sports market is experiencing exponential growth, with its market size valued at approximately USD 1.5 billion in 2023 and projected to reach nearly USD 7.5 billion by 2032, boasting a robust CAGR of 18.9%. This impressive growth trajectory is fueled by a combination of technological advancements, increasing popularity of online gaming, and a rapidly expanding viewer base, making e-sports a dominant force in the entertainment industry.



    One of the primary growth factors driving the e-sports market is the significant rise in internet penetration and the widespread availability of high-speed internet. This has enabled gamers from across the globe to participate in and stream e-sports events seamlessly. Additionally, advancements in gaming technology, including more powerful graphics and processing capabilities, have made e-sports more engaging and immersive, attracting a larger audience. Furthermore, the growing popularity of live streaming platforms like Twitch and YouTube Gaming has provided gamers with more opportunities to showcase their skills, thereby increasing the visibility and appeal of e-sports.



    Another crucial factor contributing to the growth of the e-sports market is the increasing investment from both endemic and non-endemic sponsors. Major brands across different industries are recognizing the potential of e-sports to reach a young and engaged audience, leading to substantial sponsorship deals and partnerships. These investments are not limited to monetary support but also include infrastructure development, such as building dedicated e-sports arenas and providing state-of-the-art equipment for players. Moreover, the involvement of traditional sports organizations and celebrities in e-sports is further boosting its credibility and popularity.



    The growth of e-sports is also driven by the rising demand for competitive gaming and the professionalization of the industry. Professional e-sports players and teams are gaining recognition and support comparable to traditional sports athletes. This includes structured training programs, coaching, and significant prize pools for major tournaments. The establishment of leagues and regular events has also created a more organized and competitive environment, attracting more participants and viewers. This professionalization is not only elevating the standard of play but also drawing in substantial media coverage and viewership, further driving market growth.



    The regional outlook for the e-sports market highlights significant growth potential across various regions. Asia Pacific, in particular, emerges as the largest and fastest-growing market, driven by countries like China, South Korea, and Japan, which have a deep-rooted gaming culture and a large base of active gamers. North America is also a major market, with the United States being a hub for e-sports innovation and home to some of the most prominent e-sports organizations and events. Europe shows promising growth, especially in countries like Germany, the UK, and France, where e-sports is gaining mainstream acceptance. Emerging markets in Latin America and the Middle East & Africa are also witnessing increased interest and investment in e-sports, indicating a globally expanding market.



    Game Type Analysis



    The e-sports market is segmented by game type, with categories including Multiplayer Online Battle Arena (MOBA), First-Person Shooter (FPS), Real-Time Strategy (RTS), Sports, and others. MOBA games such as "League of Legends" and "Dota 2" have a significant share of the market, driven by their complex gameplay and strategic depth, which attract a dedicated and skilled player base. These games frequently host some of the largest and most watched e-sports tournaments, with prize pools reaching millions of dollars.



    First-Person Shooter (FPS) games like "Counter-Strike: Global Offensive" and "Call of Duty" are also immensely popular in the e-sports scene. FPS games are known for their fast-paced and action-packed gameplay, which makes them exciting for both players and viewers. The rise of battle royale games like "Fortnite" and "PUBG" has further boosted the FPS segment, introducing new dynamics and expanding the audience base.



    Real-Time Strategy (RTS) games, although less prominent than MOBA and FPS, have a dedicated following. Titles like "StarCraft II" remain popular due to their emphasis on strategy and tactical decision-making. RTS games are often celebrated for their intellectual challenge and the high sk

  14. D

    Esports & Sports Betting Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Sep 23, 2024
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Dataintelo (2024). Esports & Sports Betting Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/global-esports-sports-betting-market
    Explore at:
    pdf, pptx, csvAvailable download formats
    Dataset updated
    Sep 23, 2024
    Dataset authored and provided by
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Esports & Sports Betting Market Outlook



    In 2023, the global esports & sports betting market size was valued at approximately USD 76 billion, and it is projected to grow significantly to reach around USD 218 billion by 2032, with a compound annual growth rate (CAGR) of 12.5%. This substantial growth is primarily driven by the increasing penetration of the internet, advancements in streaming technology, and the rising popularity of video games and competitive gaming activities worldwide.



    One of the key growth factors for the esports & sports betting market is the growing audience for esports events. As competitive gaming garners more mainstream attention, the audience base has expanded beyond traditional gamers to include a diverse demographic. This widening interest has translated into lucrative sponsorship and advertising opportunities, increasing revenue streams for the industry. Furthermore, the COVID-19 pandemic accelerated the shift towards digital entertainment, with many turning to esports and online betting as alternative forms of engagement during lockdowns and restrictions on physical sports events.



    Another significant driver is the technological advancements enhancing user experience and accessibility. The introduction of high-speed internet and improvements in streaming platforms have made it easier for fans to watch and bet on games live, in real-time, from anywhere in the world. Moreover, innovations such as virtual reality (VR) and augmented reality (AR) are creating immersive experiences that attract more users to the platforms. Additionally, the development of blockchain technology and cryptocurrencies is providing secure and transparent transaction methods, which is particularly appealing to the betting segment of the market.



    The increasing acceptance and legalization of sports betting in various regions are also propelling market growth. Governments are recognizing the potential economic benefits and are creating regulatory frameworks to oversee and tax these activities. This legitimization not only opens up new markets but also encourages partnerships between betting companies and sports leagues, further integrating betting into the sports ecosystem. For instance, several US states have recently legalized sports betting, leading to a surge in market activities and investments.



    Regionally, North America and Asia Pacific are leading the market growth, with North America holding a significant share due to early adoption and a strong gaming culture. Asia Pacific, with its large population and increasing disposable incomes, is witnessing rapid growth, particularly in countries like China, South Korea, and Japan, which are hubs for esports activities. Europe and Latin America are also showing substantial potential due to increasing internet penetration and favorable regulatory landscapes. The Middle East & Africa, while currently a smaller market, is expected to grow steadily as infrastructure and internet accessibility improve.



    Game Type Analysis



    The esports & sports betting market can be segmented by game type into esports and traditional sports. Esports, which involves competitive gaming events, has been witnessing exponential growth, driven by the popularity of games such as League of Legends, Dota 2, and Counter-Strike: Global Offensive. The organized tournaments, often with substantial prize pools, attract millions of viewers online and at live events, contributing significantly to revenue through ticket sales, sponsorships, and media rights. The younger demographic, in particular, shows a strong preference for esports, which is reflected in the increasing number of professional esports players and teams.



    Traditional sports betting, on the other hand, remains a robust segment of the market. Betting on sports such as football, basketball, baseball, and horse racing has a long history and continues to attract a broad audience. The integration of modern technology has facilitated the shift towards online sports betting platforms, making it more accessible than ever. In-play betting, where users can place bets on events occurring during a live game, has become particularly popular, adding to the excitement and engagement of traditional sports fans. Furthermore, the legalization of sports betting in various regions is boosting this segment’s growth.



    An interesting trend within the game type segment is the crossover between esports and traditional sports. Many traditional sports franchises are investing in esports teams, creating hybrid platforms that appeal to both esports enthusiasts an

  15. Not seeing a result you expected?
    Learn how you can add new datasets to our index.

Share
FacebookFacebook
TwitterTwitter
Email
Click to copy link
Link copied
Close
Cite
Statista (2025). Counter-Strike 2 peak concurrent player number on Steam 2025 [Dataset]. https://www.statista.com/statistics/808630/csgo-number-players-steam/
Organization logo

Counter-Strike 2 peak concurrent player number on Steam 2025

Explore at:
12 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
May 5, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Time period covered
Jan 2016 - Apr 2025
Area covered
Worldwide
Description

In September 2023, Counter-Strike: Global Offensive (CS:GO) was upgraded to Counter-Strike 2. As of April 2025, Counter-Strike 2 had 1.8 million peak concurrent players on Steam, slightly down from the peak marked in the previous month. CS2 completely replaced CSGO on Steam. Counter Strike still going strong Despite the fact that CS:GO was in August 2012, the game was very popular online and has developed a cult following until its replacement by Counter-Strike 2. CS2 is the fifth game in the Counter-Strike series of games. As with its predecessors, the game takes the form of a multiplayer first-person shooter in which two teams are pitted against each other in various different game modes. After more than a decade, the game's sequel was published on Steam. Not just a game for the gamers While millions of gamers have fun playing Counter-Strike, millions more watch official tournaments online. With such a large fanbase, it is unsurprising that these eSports tournaments are worth big money. The annual cumulative tournament prize pool for the game stood at 20.83 million U.S. dollars in 2024, an increase from the previous year. Gamers are therefore in line for big paydays if they do well in these tournaments, with Danil Kryshkovets, known by his online alias donk, being the top-earning Counter-Strike 2 eSports player worldwide.

Search
Clear search
Close search
Google apps
Main menu