100+ datasets found
  1. Weekly gaming hours of adults in the U.S. 2025

    • statista.com
    • abripper.com
    Updated Mar 5, 2025
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Jessica Clement (2025). Weekly gaming hours of adults in the U.S. 2025 [Dataset]. https://www.statista.com/topics/3070/us-gamers/
    Explore at:
    Dataset updated
    Mar 5, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Area covered
    United States
    Description

    As of June 2024, 27 percent of adults in the United States spent one to five hours per week playing video games. A further 10 percent of respondents stated that they spent 11 to 15 hours on video gaming in an average week. Overall, 19 percent of respondents were non-gamers and did not spend any time on video games.

  2. Smartphone gamers in the United Kingdom 2025, by income

    • abripper.com
    • statista.com
    Updated Sep 27, 2025
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Jessica Clement (2025). Smartphone gamers in the United Kingdom 2025, by income [Dataset]. https://abripper.com/lander/abripper.com/index.php?_=%2Fstudy%2F22793%2Fvideo-gaming-in-the-united-kingdom-statista-dossier%2F%2341%2FknbtSbwPrE1UM4SH%2BbuJY5IzmCy9B
    Explore at:
    Dataset updated
    Sep 27, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Area covered
    United Kingdom
    Description

    As of March 2025, 33 percent of smartphone gaming audiences in the United Kingdom were in the medium-income bracket. About 32 percent of smartphone gamers in the UK belonged to the low-income bracket.

  3. U.S. video gaming audiences 2023, by generation

    • statista.com
    Updated Nov 27, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). U.S. video gaming audiences 2023, by generation [Dataset]. https://www.statista.com/statistics/189582/age-of-us-video-game-players/
    Explore at:
    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Oct 23, 2023 - Oct 31, 2023
    Area covered
    United States
    Description

    Video gaming is no longer a hobby exclusively enjoyed by the young. As generations have grown up with video games a normal part of life, the age of the average gamer also increases. During a 2023 survey, 25 percent of video game players still come from the 27 to 42 years age demographic, and 19 percent are 59 years and older. Time spent gaming In 2023, Americans aged between 15 to 19 years spent 98.4 minutes on gaming or leisurely computer use during an average day. The age demographic which devoted the least amount of time to gaming was the 55 to 64 years category. Members of this age demographic spent an average of just 17.4 minutes playing on the computer during an average day.

  4. S

    Mobile Games Statistics 2025: Demographics, Monetization, and Market Leaders...

    • sqmagazine.co.uk
    Updated Oct 3, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    SQ Magazine (2025). Mobile Games Statistics 2025: Demographics, Monetization, and Market Leaders [Dataset]. https://sqmagazine.co.uk/mobile-games-statistics/
    Explore at:
    Dataset updated
    Oct 3, 2025
    Dataset authored and provided by
    SQ Magazine
    License

    https://sqmagazine.co.uk/privacy-policy/https://sqmagazine.co.uk/privacy-policy/

    Time period covered
    Jan 1, 2024 - Dec 31, 2025
    Area covered
    Global
    Description

    On a freezing January morning, 14-year-old Milo sat bundled in a hoodie, fingers tapping rapidly on his phone. What looked like idle time was actually intense strategy; he was leading his clan in a global multiplayer battle while waiting for the school bus. This simple moment is no outlier. It's...

  5. D

    Turn-based Strategy Games Market Research Report 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Sep 30, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Dataintelo (2025). Turn-based Strategy Games Market Research Report 2033 [Dataset]. https://dataintelo.com/report/turn-based-strategy-games-market
    Explore at:
    csv, pptx, pdfAvailable download formats
    Dataset updated
    Sep 30, 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

    Turn-based Strategy Games Market Outlook



    According to our latest research, the global turn-based strategy games market size reached USD 7.2 billion in 2024, with a steady growth trajectory driven by rising engagement and a broadening demographic of players. The market is expected to expand at a CAGR of 8.1% from 2025 to 2033, reaching an estimated USD 13.6 billion by 2033. This robust growth is primarily fueled by technological advancements, the proliferation of mobile gaming platforms, and evolving player preferences for immersive, strategic gameplay experiences.




    One of the primary growth factors for the turn-based strategy games market is the increasing penetration of smartphones and high-speed internet connectivity worldwide. The accessibility of mobile devices has democratized gaming, enabling a wider audience to engage with turn-based strategy titles, which are particularly well-suited for mobile play due to their asynchronous, session-based mechanics. Additionally, the rise of cross-platform compatibility allows players to seamlessly transition between PC, console, and mobile devices, further boosting user engagement and retention. This technological convergence is not only expanding the market’s reach but also encouraging developers to innovate and create more complex, visually appealing, and socially connected turn-based strategy games.




    Another significant growth driver is the evolving demographic profile of gamers. Traditionally, turn-based strategy games attracted a niche audience of hardcore enthusiasts, but recent years have seen a surge in casual and professional gamers alike. The genre’s emphasis on critical thinking, tactical planning, and replayability has made it appealing to a broader spectrum of players, including younger audiences and those seeking intellectually stimulating entertainment. Esports and competitive gaming have also contributed to this growth, with tournaments and leagues dedicated to popular turn-based titles attracting substantial viewership and participation. This shift in player demographics is prompting publishers to diversify their offerings and integrate features such as multiplayer modes, social elements, and regular content updates.




    Furthermore, the proliferation of digital distribution platforms has significantly lowered barriers to entry for both developers and players. Online marketplaces such as Steam, PlayStation Store, Xbox Live, and mobile app stores provide instant access to a vast array of turn-based strategy games, facilitating global reach and rapid dissemination of new titles. This digital transformation has also enabled indie developers to compete alongside established studios, fostering innovation and diversity within the genre. The move towards online distribution is complemented by evolving monetization models, such as free-to-play, in-app purchases, and subscription services, which are attracting new user segments and generating recurring revenue streams for market participants.




    Regionally, Asia Pacific stands out as a powerhouse in the turn-based strategy games market, accounting for a significant share of global revenues. The region’s large population of digitally connected youth, growing middle class, and cultural affinity for strategic and competitive games are key factors driving adoption. North America and Europe also maintain strong market positions, benefiting from mature gaming ecosystems, high disposable incomes, and robust infrastructure for esports and online gaming. Meanwhile, Latin America and the Middle East & Africa are emerging as promising markets, supported by improving internet penetration and increasing investment in gaming content and technology. This dynamic regional outlook underscores the global appeal and growth potential of turn-based strategy games.



    Platform Analysis



    The platform segment of the turn-based strategy games market is a critical determinant of market dynamics, as it directly influences player accessibility, engagement, and monetization opportunities. PC gaming remains a cornerstone of the genre, favored by enthusiasts for its superior hardware capabilities, customizable controls, and support for complex gameplay mechanics. PC platforms are particularly popular for titles that demand high levels of strategic depth and graphical fidelity, such as the Civilization and XCOM series. The robust modding communities and active online forums associated with PC gaming also contribute to prolonged player enga

  6. Rea Games Clear Dataset

    • kaggle.com
    zip
    Updated Oct 16, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Batuhan Şahan (2024). Rea Games Clear Dataset [Dataset]. https://www.kaggle.com/datasets/brsahan/rea-games-clear-dataset/code
    Explore at:
    zip(1282031 bytes)Available download formats
    Dataset updated
    Oct 16, 2024
    Authors
    Batuhan Şahan
    License

    MIT Licensehttps://opensource.org/licenses/MIT
    License information was derived automatically

    Description

    The Rea Games dataset provides valuable insights into the gaming industry, offering detailed data on game sales, player demographics, and user engagement. This dataset is designed for exploratory data analysis (EDA) to uncover patterns and trends within the gaming sector, helping analysts, game developers, and industry researchers better understand player behavior, revenue drivers, and popular game genres.

    Dataset Overview:

    Game Sales: Detailed information on sales figures for various games, allowing for revenue analysis and trend identification. Player Demographics: Data on player age, gender, and region, enabling segmentation and targeted analysis. User Engagement Metrics: Information on player engagement levels, such as playtime, frequency, and in-game purchases, providing insights into player retention and monetization strategies. Game Categories: Classification of games by genre, platform, and popularity to identify trends across different segments of the gaming market. Columns:

    game_id: Unique identifier for each game in the dataset. game_title: Name of the game. genre: Game genre/category (e.g., action, adventure, simulation). platform: Platform on which the game is available (e.g., PC, console, mobile). release_date: Release date of the game. sales: Sales figures for each game, either in units or revenue. player_age: Age of the player engaging with the game. player_gender: Gender of the player (e.g., Male, Female). region: Geographic region where the game is popular or sold. playtime: Average playtime or engagement hours per player. in_game_purchases: Amount or count of in-game purchases made by players. Possible Use Cases:

    Sales Trend Analysis: Track sales trends over time to identify popular games and profitable genres. Player Demographic Analysis: Segment players by age, gender, and location for targeted marketing. User Engagement Analysis: Explore player engagement metrics to improve retention and in-game purchases. Genre Popularity: Analyze which game genres are most popular across different platforms and demographics. This dataset is a valuable resource for data scientists, marketers, and game developers who want to make data-driven decisions in the gaming industry. By examining sales, demographics, and engagement metrics, users can gain insights to optimize game development, marketing strategies, and monetization efforts.

  7. Discovering Hidden Trends in Global Video Games

    • kaggle.com
    zip
    Updated Dec 3, 2022
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    The Devastator (2022). Discovering Hidden Trends in Global Video Games [Dataset]. https://www.kaggle.com/datasets/thedevastator/discovering-hidden-trends-in-global-video-games
    Explore at:
    zip(57229 bytes)Available download formats
    Dataset updated
    Dec 3, 2022
    Authors
    The Devastator
    Description

    Discovering Hidden Trends in Global Video Games Sales

    Platforms, Genres, and Profitable Regions

    By Andy Bramwell [source]

    About this dataset

    This dataset contains sales data for video games from all around the world, across different platforms, genres and regions. From the thought-provoking latest release of RPGs to the thrilling adventures of racing games, this database provides an insight into what constitutes as a hit game in today’s gaming industry. Armed with this data and analysis, future developers can better understand what types of gameplay and mechanics resonate more with players to create a new gaming experience. Through its comprehensive analysis on various game titles, genres and platforms this dataset displays detailed insights into how video games can achieve global success as well as providing a wonderful window into the ever-changing trends of gaming culture

    More Datasets

    For more datasets, click here.

    Featured Notebooks

    • 🚨 Your notebook can be here! 🚨!

    How to use the dataset

    This dataset can be used to uncover hidden trends in Global Video Games Sales. To make the most of this data, it is important to understand the different columns and their respective values.

    The 'Rank' column identifies each game's ranking according to its global sales (highest to lowest). This can help you identify which games are most popular globally. The 'Game Title' column contains the name of each video game, which allows you to easily discern one entry from another. The 'Platform' column lists the type of platform on which each game was released, e.g., PlayStation 4 or Xbox One, so that you can make comparisons between platforms as well as specific games for each platform. The 'Year' column provides an additional way of making year-on-year comparisons and tracking changes over time in global video game sales.
    In addition, this dataset also contains metadata such as genre ('Genre'), publisher ('Publisher'), and review score ('Review') that add context when considering a particular title's performance in terms of global sales rankings. For example, it might be more compelling to compare two similar genres than two disparate ones when analyzing how successful a select set of titles have been at generating revenue in comparison with others released globally within that timeline. Lastly but no less important are the three variables dedicated exclusively for geographic breakdowns: North America ('North America'), Europe (Europe), Japan (Japan), Rest of World (Rest of World), and Global (Global). This allows us to see how certain regions contribute individually or collectively towards a given title's overall sales figures; by comparing these metrics regionally or collectively an interesting picture arises -- from which inferences about consumer preferences and supplier priorities emerge!

    Overall this powerful dataset allows researchers and marketers alike a deep dive into market performance for those persistent questions about demand patterns across demographics around the world!

    Research Ideas

    • Analyzing the effects of genre and platform on a game's success - By comparing different genres and platforms, one can get a better understanding of what type of games have the highest sales in different regions across the globe. This could help developers decide which type of gaming content to create in order to maximize their profits.
    • Tracking changes in global video games trends over time - This dataset could be used to analyze how various elements such as genre or platform affect success over various years, allowing developers an inside look into what kind of videos are being favored at any given moment across the world.
    • Identifying highly successful games and their key elements- Developers could look at this data to find any common factors such as publisher or platform shared by successful titles to uncover characteristics that lead to a high rate-of-return when creating video games or other forms media entertainment

    Acknowledgements

    If you use this dataset in your research, please credit the original authors. Data Source

    License

    See the dataset description for more information.

    Columns

    File: Video Games Sales.csv | Column name | Description | |:------------------|:------------------------------------------------------------| | Rank | The ranking of the game in terms of global sales. (Integer) | | Game Title | The title of the game. (String) | | Platform | The platform the game was released on. (String) ...

  8. Gaming Behavior and Demographics Dataset

    • kaggle.com
    zip
    Updated May 7, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    mzk.jess (2024). Gaming Behavior and Demographics Dataset [Dataset]. https://www.kaggle.com/datasets/mzkjess/gaming-behavior-and-demographics-dataset/code
    Explore at:
    zip(1127 bytes)Available download formats
    Dataset updated
    May 7, 2024
    Authors
    mzk.jess
    License

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

    Description

    Data Description - gender - birth year - gamer : if the respondent has played video games in the past few week - League of Legends : yes or no - Rocket League : yes or no - Valorant : yes or no - Fortnite : yes or no - Minecraft : yes or no - Genshin Impact : yes or no - The Sims : yes or no - game hours : less than 1 hour, 1-5 hours, 5-20 hours, 20-50 hours, more than 50 hours - romantic : single or in a relationship - go out : on a scale from 1 to 4 (1 = never going out, 4 = always going out)

    Dataset collected through a questionnaire distributed on Discord groups.

  9. Video Game Sales Dataset Updated -Extra Feat

    • kaggle.com
    zip
    Updated Feb 12, 2023
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Ibrahim Muhammad Naeem (2023). Video Game Sales Dataset Updated -Extra Feat [Dataset]. https://www.kaggle.com/datasets/ibriiee/video-games-sales-dataset-2022-updated-extra-feat/versions/1
    Explore at:
    zip(487561 bytes)Available download formats
    Dataset updated
    Feb 12, 2023
    Authors
    Ibrahim Muhammad Naeem
    License

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

    Description

    Video Games Sales Dataset

    About Dataset

    This Dataset provides up-to-date information on the sales performance and popularity of various video games worldwide. The data includes the name, platform, year of release, genre, publisher, and sales in North America, Europe, Japan, and other regions. It also features scores and ratings from both critics and users, including average critic score, number of critics reviewed, average user score, number of users reviewed, developer, and rating. This comprehensive and essential dataset offers valuable insights into the global video game market and is a must-have tool for gamers, industry professionals, and market researchers. by source

    More Datasets

    For more datasets, click here.

    Columns
    Column NameDescription
    NameThe name of the video game.
    PlatformThe platform on which the game was released, such as PlayStation, Xbox, Nintendo, etc.
    Year of ReleaseThe year in which the game was released.
    GenreThe genre of the video game, such as action, adventure, sports, etc.
    PublisherThe company responsible for publishing the game.
    NA SalesThe sales of the game in North America.
    EU SalesThe sales of the game in Europe.
    JP SalesThe sales of the game in Japan.
    Other SalesThe sales of the game in other regions.
    Global SalesThe total sales of the game across the world.
    Critic ScoreThe average score given to the game by professional critics.
    Critic CountThe number of critics who reviewed the game.
    User ScoreThe average score given to the game by users.
    User CountThe number of users who reviewed the game.
    DeveloperThe company responsible for developing the game.
    RatingThe rating assigned to the game by organizations such as the ESRB or PEGI.
    Research Ideas / Data Use
    • Market Analysis: The video game sales data can be used to analyze market trends and identify popular genres, platforms, and publishers. This can be useful for industry professionals to make informed decisions about game development and marketing strategies.
    • Sales Forecasting: The sales data can be used to forecast future trends and predict the success of upcoming games.
    • Consumer Insights: The data can be analyzed to gain insights into consumer preferences and buying habits, which can be used to tailor marketing strategies and improve customer satisfaction.
    • Comparison of Competitors: The data can be used to compare the sales performance of competing video games and identify market leaders.
    • Gaming Industry Performance: The data can be used to evaluate the overall performance of the gaming industry and track its growth over time.
    • Gaming Popularity by Region: The data can be analyzed to determine which regions are the largest markets for video games and which genres are most popular in each region.
    • Impact of Reviews: The data can be used to study the impact of critic and user reviews on sales and the relationship between scores and sales performance.
    • Gaming Trends over Time: The data can be used to identify trends in the gaming industry over time and to track the evolution of the market.
    • Gaming Demographics: The data can be used to analyze the demographic makeup of the gaming audience, including age, gender, and income.
    • Impact of Gaming Industry on the Economy: The data can be used to evaluate the impact of the gaming industry on the economy and to assess its contribution to job creation and economic growth.
    Acknowledgements

    if this dataset was used in your work or studies, please credit the original source Please Credit ↑ ⠀⠀⠀

  10. Global gaming penetration Q2 2025, by age and gender

    • statista.com
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista, Global gaming penetration Q2 2025, by age and gender [Dataset]. https://www.statista.com/statistics/326420/console-gamers-gender/
    Explore at:
    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.

  11. f

    Subject demographics for adolescents with online gaming addiction (age...

    • plos.figshare.com
    • datasetcatalog.nlm.nih.gov
    xls
    Updated Jun 2, 2023
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Kai Yuan; Ping Cheng; Tao Dong; Yanzhi Bi; Lihong Xing; Dahua Yu; Limei Zhao; Minghao Dong; Karen M. von Deneen; Yijun Liu; Wei Qin; Jie Tian (2023). Subject demographics for adolescents with online gaming addiction (age range: 17–22 years) and control groups (age ranges: 17–21 years). [Dataset]. http://doi.org/10.1371/journal.pone.0053055.t001
    Explore at:
    xlsAvailable download formats
    Dataset updated
    Jun 2, 2023
    Dataset provided by
    PLOS ONE
    Authors
    Kai Yuan; Ping Cheng; Tao Dong; Yanzhi Bi; Lihong Xing; Dahua Yu; Limei Zhao; Minghao Dong; Karen M. von Deneen; Yijun Liu; Wei Qin; Jie Tian
    License

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

    Description

    The education level was matched between the addiction group (education range: 12–13 years) and control group (education range: 12–13 years). The more detailed information, which was described as Mean ± SD (range: min-max), can be found in the table.

  12. f

    Demographics and gaming characteristics.

    • figshare.com
    • datasetcatalog.nlm.nih.gov
    • +1more
    xls
    Updated Jun 8, 2023
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Zsolt Demetrovics; Róbert Urbán; Katalin Nagygyörgy; Judit Farkas; Mark D. Griffiths; Orsolya Pápay; Gyöngyi Kökönyei; Katalin Felvinczi; Attila Oláh (2023). Demographics and gaming characteristics. [Dataset]. http://doi.org/10.1371/journal.pone.0036417.t001
    Explore at:
    xlsAvailable download formats
    Dataset updated
    Jun 8, 2023
    Dataset provided by
    PLOS ONE
    Authors
    Zsolt Demetrovics; Róbert Urbán; Katalin Nagygyörgy; Judit Farkas; Mark D. Griffiths; Orsolya Pápay; Gyöngyi Kökönyei; Katalin Felvinczi; Attila Oláh
    License

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

    Description

    Demographics and gaming characteristics.

  13. China Gaming Market Size By Platform (Pc Games, Console Games, Mobile...

    • verifiedmarketresearch.com
    Updated Feb 13, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    VERIFIED MARKET RESEARCH (2025). China Gaming Market Size By Platform (Pc Games, Console Games, Mobile Games), By Age & Demographics (Core Gamers, Casual Gamers, Female Gamers), By Geographic Scope And Forecast [Dataset]. https://www.verifiedmarketresearch.com/product/china-gaming-market/
    Explore at:
    Dataset updated
    Feb 13, 2025
    Dataset provided by
    Verified Market Researchhttps://www.verifiedmarketresearch.com/
    Authors
    VERIFIED MARKET RESEARCH
    License

    https://www.verifiedmarketresearch.com/privacy-policy/https://www.verifiedmarketresearch.com/privacy-policy/

    Time period covered
    2025 - 2032
    Area covered
    China
    Description

    China Gaming Market size was valued at USD 52.9 Billion in 2024 and is projected to reach USD 105.3 Billion by 2032, growing at a CAGR of 9% from 2025 to 2032.

    Key Market Drivers:

    Cloud Gaming Infrastructure: Cloud gaming infrastructure will have a huge impact on the Chinese gaming market. The comprehensive 5G network coverage, which will reach 95% of urban areas and support over 1.5 billion 5G connections by 2023, improves the gaming experience by providing high-speed, low-latency connectivity. The Ministry of Industry and Information Technology (MIIT) predicts a 152% increase in cloud gaming users by 2023, with 45 million active monthly users.

  14. w

    Global Digital PC and Mac Gaming Market Research Report: By Game Type...

    • wiseguyreports.com
    Updated Oct 18, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    (2025). Global Digital PC and Mac Gaming Market Research Report: By Game Type (Action, Adventure, Role-Playing, Simulation, Strategy), By Distribution Model (Digital Download, Subscription-Based, Free-to-Play, Freemium), By Platform (PC, Mac), By User Demographics (Casual Gamers, Hardcore Gamers, Professional Gamers) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2035 [Dataset]. https://www.wiseguyreports.com/reports/digital-pc-and-mac-gaming-market
    Explore at:
    Dataset updated
    Oct 18, 2025
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Time period covered
    Oct 25, 2025
    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2023
    REGIONS COVEREDNorth America, Europe, APAC, South America, MEA
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 202440.8(USD Billion)
    MARKET SIZE 202542.2(USD Billion)
    MARKET SIZE 203558.3(USD Billion)
    SEGMENTS COVEREDGame Type, Distribution Model, Platform, User Demographics, Regional
    COUNTRIES COVEREDUS, Canada, Germany, UK, France, Russia, Italy, Spain, Rest of Europe, China, India, Japan, South Korea, Malaysia, Thailand, Indonesia, Rest of APAC, Brazil, Mexico, Argentina, Rest of South America, GCC, South Africa, Rest of MEA
    KEY MARKET DYNAMICSgrowing mobile integration, increasing esports popularity, rising disposable incomes, expanding digital distribution channels, evolving gaming technologies
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDRiot Games, Square Enix, Steam, Electronic Arts, Activision Blizzard, Ubisoft, Valve, Bandai Namco Entertainment, Microsoft, Tencent, Epic Games, NVIDIA, AMD, Zynga, TakeTwo Interactive, Rockstar Games
    MARKET FORECAST PERIOD2025 - 2035
    KEY MARKET OPPORTUNITIESCloud gaming services expansion, Enhanced VR and AR integration, Growth in eSports sponsorships, Cross-platform gaming demand, Subscription-based game distribution increase
    COMPOUND ANNUAL GROWTH RATE (CAGR) 3.3% (2025 - 2035)
  15. F

    Female-oriented Game Report

    • marketresearchforecast.com
    doc, pdf, ppt
    Updated Mar 9, 2025
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Market Research Forecast (2025). Female-oriented Game Report [Dataset]. https://www.marketresearchforecast.com/reports/female-oriented-game-31227
    Explore at:
    pdf, doc, pptAvailable download formats
    Dataset updated
    Mar 9, 2025
    Dataset authored and provided by
    Market Research Forecast
    License

    https://www.marketresearchforecast.com/privacy-policyhttps://www.marketresearchforecast.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    Discover the booming market for female-oriented games! Explore market size, growth trends, key players (Tencent, NetEase, Mihoyo), and regional analysis for this rapidly expanding sector, projected to reach significant value by 2033. Learn about game types, market drivers, and future opportunities.

  16. D

    First-person Shooter Games Market Research Report 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Oct 1, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Dataintelo (2025). First-person Shooter Games Market Research Report 2033 [Dataset]. https://dataintelo.com/report/first-person-shooter-games-market
    Explore at:
    csv, pdf, pptxAvailable download formats
    Dataset updated
    Oct 1, 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

    First-person Shooter Games Market Outlook



    According to our latest research, the global first-person shooter games market size reached USD 23.8 billion in 2024, reflecting robust momentum driven by technological advancements and expanding gamer demographics. The market is projected to grow at a CAGR of 8.6% between 2025 and 2033, reaching an estimated USD 49.2 billion by 2033. The primary growth factor fueling this expansion is the increasing penetration of high-performance gaming hardware and the proliferation of digital distribution channels, which have collectively transformed the accessibility and quality of first-person shooter (FPS) games worldwide.



    One of the pivotal growth drivers for the first-person shooter games market is the rapid evolution of gaming hardware and software. The introduction of next-generation consoles, advanced graphics cards, and immersive peripherals such as VR headsets has significantly enhanced the gaming experience, making FPS titles more engaging and visually compelling. These technological advancements have not only improved the realism and responsiveness of gameplay but also enabled developers to introduce innovative features such as ray tracing, real-time physics, and expansive multiplayer environments. As a result, both casual and professional gamers are increasingly gravitating toward FPS games, propelling market demand across all major platforms.



    Another key factor contributing to the expansion of the FPS games market is the mainstream adoption of digital distribution and cloud-based gaming. Digital storefronts like Steam, PlayStation Network, and Xbox Live have revolutionized game distribution, allowing developers to reach global audiences instantaneously and reducing the barriers to entry for emerging studios. Meanwhile, cloud gaming services such as NVIDIA GeForce NOW and Xbox Cloud Gaming are democratizing access to high-quality FPS games, enabling players to enjoy AAA titles on a wide range of devices without the need for expensive hardware. This shift toward digital and cloud-based platforms is expected to further accelerate market growth, particularly in regions with high internet penetration and burgeoning mobile gaming communities.



    The rise of eSports and the professionalization of gaming have also played a significant role in driving the first-person shooter games market. FPS titles such as Counter-Strike: Global Offensive, Call of Duty, and Valorant have become mainstays in global eSports tournaments, attracting massive audiences and lucrative sponsorship deals. The increasing visibility of professional gaming, coupled with the growth of streaming platforms like Twitch and YouTube Gaming, has created a virtuous cycle of engagement, inspiring new players to participate and invest in FPS games. This phenomenon is particularly pronounced among younger demographics, who view gaming not only as a form of entertainment but also as a viable career path.



    From a regional perspective, Asia Pacific continues to dominate the global FPS games market, accounting for the largest share of revenue in 2024. This dominance is underpinned by a massive and youthful gamer base, widespread mobile device adoption, and a thriving eSports ecosystem, particularly in countries such as China, South Korea, and Japan. North America and Europe also represent significant markets, driven by high disposable incomes, advanced infrastructure, and a strong culture of console and PC gaming. Meanwhile, emerging markets in Latin America and the Middle East & Africa are witnessing rapid growth, fueled by increasing internet connectivity and rising interest in competitive gaming.



    Platform Analysis



    The platform segment of the first-person shooter games market is characterized by dynamic shifts in consumer preferences and technological capabilities. PC gaming has traditionally been the cornerstone of the FPS genre, offering unparalleled customization, superior graphics, and robust online communities. The flexibility of hardware upgrades and the availability of mods and user-generated content have made PC an enduring favorite among hardcore FPS enthusiasts. In 2024, PC accounted for approximately 38% of the global FPS market revenue, bolstered by the popularity of franchises like Counter-Strike and Rainbow Six Siege. However, the segment faces increasing competition from consoles and mobile platforms as they close the gap in performance and accessibility.



    Console gaming remains a formidable force in the FPS mar

  17. Games and Students

    • kaggle.com
    zip
    Updated Mar 19, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    willian oliveira (2025). Games and Students [Dataset]. https://www.kaggle.com/datasets/willianoliveiragibin/games-and-students
    Explore at:
    zip(5061 bytes)Available download formats
    Dataset updated
    Mar 19, 2025
    Authors
    willian oliveira
    License

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

    Description

    The dataset provides valuable insights into the demographics and gaming habits of students, capturing various attributes that could be analyzed to uncover meaningful correlations. Each entry in the dataset includes the student's gender, identified as either "Female" or "Male," along with a unique school code that serves as an identifier for each institution. This allows for the categorization and grouping of students based on their respective schools, enabling comparative analyses across different educational institutions.

    One of the key aspects covered in the dataset is the student's gaming experience, which includes the number of years they have been playing games. This attribute can indicate whether gaming is a long-term habit or a relatively new activity for the student. Additionally, the dataset records how frequently students engage in gaming, likely measured on a scale from 1 to 5, providing a quantitative representation of their gaming intensity. To further elaborate on gaming engagement, the dataset also tracks the average number of hours a student spends playing games daily. This metric can be crucial in understanding whether extended gaming sessions have an impact on academic performance. Moreover, the dataset distinguishes whether a student actively plays games or not, which can be particularly useful in comparative studies assessing the behaviors of gaming versus non-gaming students.

    Beyond gaming habits, the dataset delves into socioeconomic factors by including the annual income of the student's family. This "Parent Revenue" variable can help researchers examine the potential influence of economic background on a student's gaming behavior and academic performance. Additionally, the education levels of both the student's father and mother are recorded, offering insights into whether parental education has any correlation with the student's gaming frequency, academic performance, or gaming choices.

    Academic performance is another critical component of this dataset, represented by the "Grade" variable, which provides a measure of the student's academic standing. This information can be instrumental in investigating how gaming habits, parental background, and socioeconomic status contribute to or hinder academic success.

    This dataset presents an excellent opportunity for analysis on platforms like Kaggle. Potential research directions could include exploring the relationship between gaming frequency and academic performance, investigating whether students from higher-income families spend more or fewer hours gaming, or analyzing if parental education has any impact on the types of games students play or their duration of play. By leveraging this dataset, researchers can identify trends and generate insights that may inform policies on gaming habits, parental involvement, and educational strategies.

  18. D

    Sports Video Games Market Research Report 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Sep 30, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Dataintelo (2025). Sports Video Games Market Research Report 2033 [Dataset]. https://dataintelo.com/report/sports-video-games-market
    Explore at:
    csv, pptx, pdfAvailable download formats
    Dataset updated
    Sep 30, 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

    Sports Video Games Market Outlook



    According to our latest research, the global sports video games market size reached USD 13.4 billion in 2024, reflecting a robust demand for interactive sports entertainment worldwide. The market is anticipated to expand at a CAGR of 8.2% from 2025 to 2033, resulting in a forecasted market size of USD 27.1 billion by 2033. This impressive growth trajectory is primarily driven by the increasing penetration of gaming consoles, the surge in mobile gaming adoption, and the integration of advanced technologies such as augmented reality and artificial intelligence, which are transforming the user experience and engagement levels within the sports video games industry.




    One of the most significant growth factors for the sports video games market is the ongoing evolution of gaming technology and hardware. Gaming consoles and high-performance PCs have become more accessible and affordable, enabling a broader demographic to participate in immersive gaming experiences. The introduction of next-generation consoles, such as the PlayStation 5 and Xbox Series X, has set new standards for graphics, processing power, and gameplay realism, making sports video games more appealing than ever before. Additionally, the rise of cloud gaming services and cross-platform compatibility is eliminating barriers for gamers, further fueling the adoption of sports video games across different platforms. The proliferation of high-speed internet and advancements in graphics engines have also played a crucial role in enhancing the visual and interactive aspects of these games, making them more lifelike and engaging.




    Another key driver for the sports video games market is the increasing popularity of eSports and online multiplayer modes. Competitive gaming has shifted from niche communities to mainstream entertainment, with sports video games like FIFA, NBA 2K, and Madden NFL hosting global tournaments that attract millions of viewers and participants. This trend has not only expanded the market's reach but also created new revenue streams through sponsorships, advertising, and in-game purchases. The ability to connect with friends and compete against players worldwide has elevated the social aspect of gaming, making it a primary form of recreation for many. Furthermore, sports video games are increasingly being used as a tool for fan engagement by professional sports leagues, providing fans with interactive experiences that extend beyond traditional viewership.




    The mobile gaming revolution is also a substantial growth catalyst for the sports video games market. With the widespread adoption of smartphones and tablets, sports games have become more accessible to casual gamers and younger audiences. Mobile sports video games, often free-to-play with in-app purchases, have democratized access to gaming and introduced millions to the genre. Developers are leveraging advanced graphics, intuitive controls, and regular content updates to keep players engaged and drive monetization. The integration of social features and real-time multiplayer capabilities on mobile platforms has further enhanced user engagement, making mobile a critical segment in the overall growth of the sports video games market.




    From a regional perspective, North America and Europe have traditionally dominated the sports video games market, driven by high console penetration, strong eSports culture, and established gaming infrastructure. However, the Asia Pacific region is emerging as a high-growth market, fueled by rapid urbanization, increasing disposable incomes, and a young, tech-savvy population. Countries such as China, Japan, and South Korea are witnessing exponential growth in both console and mobile gaming segments. The region's burgeoning eSports ecosystem and the popularity of local sports have further contributed to the rising demand for sports video games. Latin America and the Middle East & Africa are also showing promising growth trajectories, albeit from a smaller base, as mobile gaming continues to break down traditional barriers to entry.



    Game Type Analysis



    The sports video games market is segmented by game type, including soccer, basketball, baseball, tennis, golf, racing, and others. Soccer games, led by franchises such as FIFA and Pro Evolution Soccer, account for the largest share of the market. The global appeal of soccer and its massive fan base have translated into consistently high sales figures and player engagement. Soccer

  19. w

    Global Mobile TCG Market Research Report: By Game Type (Card Games, Board...

    • wiseguyreports.com
    Updated Sep 15, 2025
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    (2025). Global Mobile TCG Market Research Report: By Game Type (Card Games, Board Games, Role-Playing Games, Collectible Games), By Platform (Smartphones, Tablets, Wearable Devices), By Monetization Model (Free-to-Play, Paid, Subscription-Based), By User Demographics (Casual Gamers, Competitive Gamers, Enthusiasts) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2035 [Dataset]. https://www.wiseguyreports.com/reports/mobile-tcg-market
    Explore at:
    Dataset updated
    Sep 15, 2025
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Time period covered
    Sep 25, 2025
    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2023
    REGIONS COVEREDNorth America, Europe, APAC, South America, MEA
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 20249.52(USD Billion)
    MARKET SIZE 202510.4(USD Billion)
    MARKET SIZE 203525.4(USD Billion)
    SEGMENTS COVEREDGame Type, Platform, Monetization Model, User Demographics, Regional
    COUNTRIES COVEREDUS, Canada, Germany, UK, France, Russia, Italy, Spain, Rest of Europe, China, India, Japan, South Korea, Malaysia, Thailand, Indonesia, Rest of APAC, Brazil, Mexico, Argentina, Rest of South America, GCC, South Africa, Rest of MEA
    KEY MARKET DYNAMICSgrowing mobile gaming popularity, increasing smartphone penetration, rise of online multiplayer platforms, emerging markets expansion, advancements in game development technology
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDGungHo Online Entertainment, Konami, NetEase, Hearthstone, Bandai Namco, Niantic, Riot Games, Capcom, Tencent, Square Enix, Supercell, Blizzard Entertainment, Wizards of the Coast
    MARKET FORECAST PERIOD2025 - 2035
    KEY MARKET OPPORTUNITIESCross-platform gaming innovations, Augmented reality integration, In-app purchase optimization, eSports collaborations and tournaments, Emerging markets expansion
    COMPOUND ANNUAL GROWTH RATE (CAGR) 9.3% (2025 - 2035)
  20. Online Smartphone And Tablet Games Market Analysis APAC, North America,...

    • technavio.com
    pdf
    Updated Jul 22, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Technavio (2024). Online Smartphone And Tablet Games Market Analysis APAC, North America, Europe, Middle East and Africa, South America - China, US, Japan, South Korea, Germany - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/online-smartphone-and-tablet-games-market-industry-analysis
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Jul 22, 2024
    Dataset provided by
    TechNavio
    Authors
    Technavio
    License

    https://www.technavio.com/content/privacy-noticehttps://www.technavio.com/content/privacy-notice

    Time period covered
    2024 - 2028
    Area covered
    China, Japan, Germany, South Korea, United States, Europe, the Middle East and Africa
    Description

    Snapshot img

    Online Smartphone And Tablet Games Market Size 2024-2028

    The online smartphone and tablet games market size is forecast to increase by USD 42.6 billion at a CAGR of 14.74% between 2023 and 2028.

    The market is witnessing significant growth due to several key trends. The increasing adoption of mobile gaming among the youth demographic is driving market growth. Moreover, the surge in popularity of cloud-based gaming applications allows users to access high-quality games without the need for expensive computer hardware. However, concerns around data security remain a challenge for the market. The implementation of blockchain technology and artificial intelligence can help mitigate these concerns. 
    Additionally, the integration of augmented reality and virtual reality in games is expected to further boost market growth. As machine learning algorithms improve, games are becoming more immersive and interactive, providing a more engaging experience for users.
    Despite these growth factors, the lack of social interaction in online games is a potential challenge that needs to be addressed to retain user engagement. Overall, the market is poised for continued growth, with innovative technologies and consumer demand driving the industry forward.
    

    What will be the Size of the Online Smartphone And Tablet Games Market During the Forecast Period?

    Request Free Sample

    The market represents a significant segment of the global interactive entertainment systems industry. With the proliferation of mobile devices such as smartphones and tablets, the market has experienced exponential growth in recent years. Smartphone game providers continue to innovate, offering user-friendly interfaces and advanced mobile development platforms that cater to diverse gaming genres, including augmented reality, multiplayer games, location-based games, simulation games, action, and virtual reality. These digital games are accessible via app stores and online platforms, enabling seamless integration with console-based gaming experiences. 
    Encryption-based security measures ensure the protection of user data and financial transactions. The market's size and direction reflect the increasing popularity of mobile gaming, which is poised to surpass traditional console gaming in terms of user engagement and revenue generation.
    

    How is this Online Smartphone And Tablet Games Industry segmented and which is the largest segment?

    The online smartphone and tablet games industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2024-2028, as well as historical data from 2018-2022 for the following segments.

    Device
    
      Smartphone
      Tablet
    
    
    Geography
    
      APAC
    
        China
        Japan
        South Korea
    
    
      North America
    
        US
    
    
      Europe
    
        Germany
    
    
      Middle East and Africa
    
    
    
      South America
    

    By Device Insights

    The smartphone segment is estimated to witness significant growth during the forecast period.
    

    The global market for online smartphone and tablet games is experiencing significant growth, driven by the increasing prevalence of mobile devices as primary Internet access points. With each new smartphone release, devices become more advanced and powerful, enabling users to easily access and play a wide range of interactive entertainment systems, including casual, social, first-person shooter, role-playing, and multiplayer games. Cloud gaming and 5G networks enable seamless gameplay, while encryption-based security and user-friendly interfaces prioritize data privacy and security concerns. Mobile development platforms, such as Android, support the creation and distribution of games through app stores and online platforms. The iGaming industry, including mobile slots and in-app purchases, is a major contributor to market revenue.

    As data privacy and storage become increasingly important, machine learning and artificial intelligence technologies are being integrated into gaming apps to enhance user experiences. However, concerns around crypto crime and digital games' impact on youth remain areas of focus for regulators and industry experts.

    Get a glance at the Online Smartphone And Tablet Games Industry report of share of various segments Request Free Sample

    The Smartphone segment was valued at USD 27.20 billion in 2018 and showed a gradual increase during the forecast period.

    Regional Analysis

    APAC is estimated to contribute 57% to the growth of the global market during the forecast period.
    

    Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.

    For more insights on the market share of various regions, Request Free Sample

    The market in APAC is projected to experience significant growth in 2023, driven by the expansion of 5G networks and increasing penetration of key companies. China, Sou

Share
FacebookFacebook
TwitterTwitter
Email
Click to copy link
Link copied
Close
Cite
Jessica Clement (2025). Weekly gaming hours of adults in the U.S. 2025 [Dataset]. https://www.statista.com/topics/3070/us-gamers/
Organization logo

Weekly gaming hours of adults in the U.S. 2025

Explore at:
9 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Mar 5, 2025
Dataset provided by
Statistahttp://statista.com/
Authors
Jessica Clement
Area covered
United States
Description

As of June 2024, 27 percent of adults in the United States spent one to five hours per week playing video games. A further 10 percent of respondents stated that they spent 11 to 15 hours on video gaming in an average week. Overall, 19 percent of respondents were non-gamers and did not spend any time on video games.

Search
Clear search
Close search
Google apps
Main menu