100+ datasets found
  1. 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.

  2. 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.

  3. m

    Video Game Statistics and Facts

    • market.biz
    Updated Sep 24, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Market.biz (2025). Video Game Statistics and Facts [Dataset]. https://market.biz/video-game-statistics/
    Explore at:
    Dataset updated
    Sep 24, 2025
    Dataset provided by
    Market.biz
    License

    https://market.biz/privacy-policyhttps://market.biz/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    South America, ASIA, Australia, North America, Europe, Africa
    Description

    Introduction

    Video Game Statistics: The video game industry has evolved from a niche hobby into a global entertainment giant, impacting technology, culture, and economics. With millions of players across the globe and a market worth billions, understanding video game statistics is vital for developers, investors, marketers, and enthusiasts.

    These statistics offer valuable insights into player behavior, market trends, sales performance, and emerging technologies, enabling the identification of patterns, forecasting growth, and shaping strategies within the industry. This statistics will delve into the latest trends in video game sales, platform popularity, gamer engagement, and industry innovations, providing a data-driven overview of the gaming landscape today and in the future.

  4. Video gamer penetration in the United Kingdom 2017-2030

    • statista.com
    • abripper.com
    Updated Oct 25, 2024
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Jessica Clement (2024). Video gamer penetration in the United Kingdom 2017-2030 [Dataset]. https://www.statista.com/topics/8281/video-gamer-demographics-in-the-united-kingdom-uk/
    Explore at:
    Dataset updated
    Oct 25, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Area covered
    United Kingdom
    Description

    The penetration rate in the 'Games' segment of the media market in the United Kingdom was modeled to amount to 54.59 percent in 2024. Between 2017 and 2024, the penetration rate rose by 23.78 percentage points, though the increase followed an uneven trajectory rather than a consistent upward trend. The penetration rate will steadily rise by 6.94 percentage points over the period from 2024 to 2030, reflecting a clear upward trend.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Games.

  5. 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) ...

  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. f

    Demographics, general cognition, time spent playing videogames, and...

    • datasetcatalog.nlm.nih.gov
    • plos.figshare.com
    Updated Sep 27, 2021
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Bray, Signe; Dewey, Deborah; Ip, Amanda; Tansey, Ryann; Rohr, Christiane S.; Samson, Alexandria D.; Arora, Anish; Madigan, Sheri; Park, Suhyeon; Comessotti, Tiana (2021). Demographics, general cognition, time spent playing videogames, and videogame use. [Dataset]. https://datasetcatalog.nlm.nih.gov/dataset?q=0000901816
    Explore at:
    Dataset updated
    Sep 27, 2021
    Authors
    Bray, Signe; Dewey, Deborah; Ip, Amanda; Tansey, Ryann; Rohr, Christiane S.; Samson, Alexandria D.; Arora, Anish; Madigan, Sheri; Park, Suhyeon; Comessotti, Tiana
    Description

    Demographics, general cognition, time spent playing videogames, and videogame use.

  8. 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.

  9. v

    Global Sports Video Gaming Market Size By Type, By Platform, By...

    • verifiedmarketresearch.com
    Updated Oct 14, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    VERIFIED MARKET RESEARCH (2024). Global Sports Video Gaming Market Size By Type, By Platform, By Demographics, By Geographic Scope And Forecast [Dataset]. https://www.verifiedmarketresearch.com/product/sports-video-gaming-market/
    Explore at:
    Dataset updated
    Oct 14, 2024
    Dataset authored and provided by
    VERIFIED MARKET RESEARCH
    License

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

    Time period covered
    2024 - 2031
    Area covered
    Global
    Description

    Sports Video Gaming Market size was valued at USD 21.2 Billion in 2023 and is projected to reach USD 58.69 Billion by 2031, growing at a CAGR of 13.1% during the forecast period 2024-2031.

    Global Sports Video Gaming Market Drivers

    The Sports Video Gaming Market is influenced by a variety of market drivers, which help shape its growth and innovation. Here are some key drivers:

    Growing Popularity of Esports: The rise of competitive gaming and esports has significantly influenced the sports video gaming market. As more players and viewers engage in esports, demand for sports video games that simulate these experiences increases. Advancements in Technology: Innovations in gaming technology, such as improved graphics, VR and AR experiences, and more sophisticated AI, enhance the overall gaming experience. High-quality visuals and immersive gameplay attract more players.

    Global Sports Video Gaming Market Restraints

    The sports video gaming market, like any other industry, faces a variety of market restraints that can impact its growth and development. Some of the key restraints include:

    High Development Costs: Creating high-quality sports video games can be expensive, often requiring extensive investment in technology, graphics, licensing, and talent. Smaller developers may struggle to compete with larger companies that have more resources. Licensing Issues: Sports video games often require licenses from leagues, teams, and athletes. Negotiating these licenses can be complex and costly. Restrictions or disputes over these licenses can limit the ability to feature authentic teams and players, affecting the game's appeal.

  10. 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 ↑ ⠀⠀⠀

  11. Number of video gamers worldwide 2025, by region

    • statista.com
    Updated Nov 27, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). Number of video gamers worldwide 2025, by region [Dataset]. https://www.statista.com/statistics/293304/number-video-gamers/
    Explore at:
    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2025
    Area covered
    Worldwide
    Description

    Video gaming is a hobby enjoyed by young and old across the globe. In 2025, there were over *** billion gamers across Asia Pacific, making it the largest market for video gaming worldwide, with Europe coming in second place with a gaming audience of *** million. In total, there were an estimated **** billion gamers across the globe.

  12. w

    Global Online Video Game Market Research Report: By Game Genre (Action,...

    • wiseguyreports.com
    Updated Oct 12, 2025
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    (2025). Global Online Video Game Market Research Report: By Game Genre (Action, Adventure, Role-Playing, Simulation, Strategy), By Platform (PC, Console, Mobile, Cloud, Virtual Reality), By Monetization Model (Free-to-Play, Buy-to-Play, Subscription-Based, In-Game Purchases, Sponsorship), By User Demographics (Children, Teenagers, Adults, Seniors) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2035 [Dataset]. https://www.wiseguyreports.com/reports/online-video-game-market
    Explore at:
    Dataset updated
    Oct 12, 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 2024196.9(USD Billion)
    MARKET SIZE 2025207.3(USD Billion)
    MARKET SIZE 2035350.0(USD Billion)
    SEGMENTS COVEREDGame Genre, 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 DYNAMICSRapid technological advancements, Increasing mobile gaming popularity, Growing esports industry, Rising adoption of cloud gaming, Expanding social interaction features
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDTakeTwo Interactive, Activision Blizzard, Riot Games, Microsoft, Tencent, Epic Games, Bandai Namco Entertainment, Zynga, NetEase, Valve Corporation, Nintendo, Sony, Square Enix, Ubisoft, Electronic Arts
    MARKET FORECAST PERIOD2025 - 2035
    KEY MARKET OPPORTUNITIESMobile gaming expansion, Cross-platform gaming integration, Esports growth and monetization, Virtual reality gaming experiences, Subscription-based game services
    COMPOUND ANNUAL GROWTH RATE (CAGR) 5.3% (2025 - 2035)
  13. V

    Video Game Inspired Clothing Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Jul 25, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Market Report Analytics (2025). Video Game Inspired Clothing Report [Dataset]. https://www.marketreportanalytics.com/reports/video-game-inspired-clothing-187139
    Explore at:
    doc, pdf, pptAvailable download formats
    Dataset updated
    Jul 25, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

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

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

    The video game-inspired clothing market is experiencing robust growth, fueled by the expanding gaming industry and a rising trend of gamers expressing their passion through apparel. The market, estimated at $2.5 billion in 2025, is projected to maintain a healthy Compound Annual Growth Rate (CAGR) of 15% from 2025 to 2033, reaching an estimated $8 billion by 2033. This growth is driven by several key factors. Firstly, the increasing popularity of esports and live streaming platforms creates a powerful visual medium showcasing branded apparel, driving demand. Secondly, the rising number of dedicated gaming communities and online fandoms foster a strong sense of belonging and identity, with clothing becoming a vital expression of this affiliation. Finally, collaborations between game developers and established apparel brands (like the examples of Uniqlo and Ralph Lauren collaborating) elevate the market's prestige and attract a broader audience beyond core gamers. Several key trends are shaping the market. The rise of personalized and customized apparel allows for unique designs, appealing to individual preferences. Sustainable and ethically sourced materials are gaining traction, reflecting a growing consumer consciousness. Additionally, the integration of innovative technologies like augmented reality (AR) and NFTs within clothing designs presents exciting opportunities for future market expansion. However, challenges exist. Counterfeit merchandise threatens brand integrity and sales, and intense competition among numerous players necessitates strong branding and marketing strategies to stand out. Market segmentation includes apparel types (t-shirts, hoodies, jackets, etc.), target demographics (casual gamers, hardcore gamers, esports enthusiasts), and price points (budget-friendly to premium). Successful companies often leverage strong online presence, influencer marketing, and limited-edition releases to create a buzz and maximize sales. Geographic regions vary in growth rates, with North America and Europe currently leading, but other regions, such as Asia-Pacific, possess significant untapped potential for future growth.

  14. Rocket League Pro Players Statistics

    • kaggle.com
    zip
    Updated Feb 1, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Kontinuum LXIX (2025). Rocket League Pro Players Statistics [Dataset]. https://www.kaggle.com/datasets/kontinuumlxix/rocket-league-pro-players-statistics
    Explore at:
    zip(4745875 bytes)Available download formats
    Dataset updated
    Feb 1, 2025
    Authors
    Kontinuum LXIX
    License

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

    Description

    I used Liquipedia's data to collect all the informations about RL pro players in the Top 500 Rankings by Cashprize, managed to collect data for 458 of them, mainly game settings and bindings : https://liquipedia.net/rocketleague/Portal:Statistics/Player_earnings

    You are free to use the data, the graphs I created and don't hesitate to share with me if you're pursuing the statistical analysis further, you can also use my notebook as a starting point : https://www.kaggle.com/code/kontinuumlxix/rl-pro-players-statisticsv2

    Contact : kontinuum_lxix on Discord

  15. GMK GAMER's YouTube Channel Statistics

    • vidiq.com
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    vidIQ, GMK GAMER's YouTube Channel Statistics [Dataset]. https://vidiq.com/youtube-stats/channel/UCwDC9lYwZy01xbf2tto-mjw/
    Explore at:
    Dataset authored and provided by
    vidIQ
    Time period covered
    Nov 1, 2025 - Nov 26, 2025
    Area covered
    IN
    Variables measured
    subscribers, video count, video views, engagement rate, upload frequency, estimated earnings
    Description

    Comprehensive YouTube channel statistics for GMK GAMER, featuring 125,000 subscribers and 36,591,598 total views. This dataset includes detailed performance metrics such as subscriber growth, video views, engagement rates, and estimated revenue. The channel operates in the Gaming category and is based in IN. Track 1,157 videos with daily and monthly performance data, including view counts, subscriber changes, and earnings estimates. Analyze growth trends, engagement patterns, and compare performance against similar channels in the same category.

  16. The iPad Gamer's YouTube Channel Statistics

    • vidiq.com
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    vidIQ, The iPad Gamer's YouTube Channel Statistics [Dataset]. https://vidiq.com/youtube-stats/channel/UCI6US3HjpD_KsYtC-Dbig6g/
    Explore at:
    Dataset authored and provided by
    vidIQ
    Time period covered
    Nov 1, 2025 - Nov 29, 2025
    Area covered
    IN
    Variables measured
    subscribers, video count, video views, engagement rate, upload frequency, estimated earnings
    Description

    Comprehensive YouTube channel statistics for The iPad Gamer, featuring 730,000 subscribers and 605,119,113 total views. This dataset includes detailed performance metrics such as subscriber growth, video views, engagement rates, and estimated revenue. The channel operates in the Gaming category and is based in IN. Track 501 videos with daily and monthly performance data, including view counts, subscriber changes, and earnings estimates. Analyze growth trends, engagement patterns, and compare performance against similar channels in the same category.

  17. U.S. video gaming audiences 2024, by ethnicity

    • statista.com
    Updated May 15, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). U.S. video gaming audiences 2024, by ethnicity [Dataset]. https://www.statista.com/statistics/494870/distribution-of-gamers-by-ethnicity-usa/
    Explore at:
    Dataset updated
    May 15, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Feb 11, 2025 - Feb 25, 2025
    Area covered
    United States
    Description

    During a February 2025 survey, it was found that 75 percent of video gamers in the United States were White. Additionally, 20 percent of responding gamers identified as Hispanic.

  18. Mountain Gamer's YouTube Channel Statistics

    • vidiq.com
    Updated Jan 8, 1975
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    vidIQ (1975). Mountain Gamer's YouTube Channel Statistics [Dataset]. https://vidiq.com/youtube-stats/channel/UCzJHwo9RII75gEN8DR0Z0cA/
    Explore at:
    Dataset updated
    Jan 8, 1975
    Dataset authored and provided by
    vidIQ
    Time period covered
    Dec 1, 2025 - Dec 2, 2025
    Area covered
    YouTube, IN
    Variables measured
    subscribers, video count, video views, engagement rate, upload frequency, estimated earnings
    Description

    Comprehensive YouTube channel statistics for Mountain Gamer, featuring 214,000 subscribers and 35,258,665 total views. This dataset includes detailed performance metrics such as subscriber growth, video views, engagement rates, and estimated revenue. The channel operates in the Gaming category and is based in IN. Track 799 videos with daily and monthly performance data, including view counts, subscriber changes, and earnings estimates. Analyze growth trends, engagement patterns, and compare performance against similar channels in the same category.

  19. Video gamers in the United States 2025, by income

    • statista.com
    Updated Jul 1, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). Video gamers in the United States 2025, by income [Dataset]. https://www.statista.com/forecasts/499713/share-consumers-ever-play-video-games-by-income-usa
    Explore at:
    Dataset updated
    Jul 1, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 2024 - Mar 2025
    Area covered
    United States
    Description

    As of March 2025, 33 percent of video gaming audiences in the United States belonged to the top third of households by income. A further 33 percent of U.S. gamers were belonged to the middle household income segment.

  20. Global gamer share worldwide in 2025, by age group

    • statista.com
    Updated Oct 9, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). Global gamer share worldwide in 2025, by age group [Dataset]. https://www.statista.com/statistics/722259/world-gamers-by-age-and-gender/
    Explore at:
    Dataset updated
    Oct 9, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2025
    Area covered
    Worldwide
    Description

    A global survey in 2025 found that about ** percent of video gamers worldwide were aged between 25 and 34 years. Gamers aged 35 to 44 years accounted for the second-largest group.

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/
Organization logo

U.S. video gaming audiences 2023, by generation

Explore at:
122 scholarly articles cite this dataset (View in Google Scholar)
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.

Search
Clear search
Close search
Google apps
Main menu