9 datasets found
  1. f

    Data_Sheet_1_A stabilizing factor?–Video gaming among elite athletes during...

    • frontiersin.figshare.com
    pdf
    Updated Jun 20, 2023
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    Tabea Breckwoldt; Stefan Fröhlich; Samuel Iff; Raoul Bitar; Jörg Spörri; Johannes Scherr; Erich Seifritz; Boris B. Quednow; Malte Christian Claussen (2023). Data_Sheet_1_A stabilizing factor?–Video gaming among elite athletes during the first lockdown of the COVID-19 pandemic.pdf [Dataset]. http://doi.org/10.3389/fpsyg.2022.880313.s001
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    pdfAvailable download formats
    Dataset updated
    Jun 20, 2023
    Dataset provided by
    Frontiers
    Authors
    Tabea Breckwoldt; Stefan Fröhlich; Samuel Iff; Raoul Bitar; Jörg Spörri; Johannes Scherr; Erich Seifritz; Boris B. Quednow; Malte Christian Claussen
    License

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

    Description

    ObjectivesLittle is known about the extent of video gaming among elite athletes, specifically under stressful conditions like those induced by the current COVID-19 pandemic. The aim of this study was to evaluate the intensity and extent of video gaming in the context of the COVID-19 pandemic, during which the usual daily routine of many athletes was disrupted.MethodsOverall, 203 elite athletes from Switzerland who participated in Olympic sports or in “International Olympic Committee”—approved disciplines were interviewed using an online questionnaire. They were questioned on their video game consumption during the first Swiss lockdown during the COVID-19 pandemic as well as on their athletic performance and economic circumstances. Additionally, mental and physical health were assessed by standardized questionnaires. From this questionnaire data, predictors of gaming time were evaluated using multivariable analysis.ResultsBefore the lockdown, 21% of the participating athletes played video games regularly. The average playing time was 15.8 h per month within the gamer group. During the first lockdown, 29% of athletes reported gaming regularly, and within the gamer group the average gaming time increased significantly, by 164%. The mental health burden showed significant differences between gamers and non-gamers regarding existential fears during the lockdown, the ability to cope with governmental measures due to COVID-19 and total sleeping time. However, there was no statistical difference in respect to standardized scales for depressive symptoms, sleep behavior, and anxiety. Higher video gaming time during the lockdown was significantly associated with male gender and previous gaming before the COVID-19 lockdown.ConclusionVideo gaming time increased significantly during the first lockdown. Whether video gaming among elite athletes hereby functions as an effective coping behavior remains to be shown and requires more research.

  2. D

    Game Controller Handle Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Jan 7, 2025
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    Dataintelo (2025). Game Controller Handle Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/game-controller-handle-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

    Game Controller Handle Market Outlook



    The global game controller handle market size is poised to witness significant growth, with an estimated value of USD 3.5 billion in 2023, expected to reach approximately USD 6.3 billion by 2032, growing at a compound annual growth rate (CAGR) of 6.9% during the forecast period. This growth is driven by an increasing number of gaming enthusiasts and the rising popularity of eSports, coupled with technological advancements in gaming peripherals.



    The surge in the gaming population is one of the primary growth factors for the game controller handle market. With the proliferation of digital entertainment and the increasing accessibility of games across various platforms, there has been a noticeable rise in the number of gamers globally. This has led to a higher demand for sophisticated and ergonomically designed game controller handles that enhance user experience and gameplay. Furthermore, the growing trend of professional gaming and eSports tournaments is fueling the need for high-performance gaming peripherals, including advanced game controller handles.



    Technological advancements in gaming controllers are also playing a crucial role in market growth. Innovations such as haptic feedback, adaptive triggers, and motion sensors are creating more immersive gaming experiences, thus driving the demand for modern game controllers. Companies are continuously investing in R&D to develop controllers with better ergonomics, enhanced wireless connectivity, and multi-device compatibility. These features not only attract new customers but also encourage existing players to upgrade their devices, contributing to market expansion.



    The increasing availability of high-speed internet and the proliferation of online gaming platforms are further augmenting the market growth. The rise of cloud gaming services, which allow users to stream games without the need for high-end hardware, has increased the importance of high-quality controllers. Additionally, the COVID-19 pandemic has accelerated the adoption of online gaming as people sought entertainment options during lockdowns. This shift has significantly benefited the game controller handle market as more gamers invest in quality gaming peripherals to enhance their gaming setups.



    The integration of Positioning Controller technology into game controllers is revolutionizing the gaming experience by providing unprecedented precision and control. This technology allows for more accurate tracking of movements, which is particularly beneficial for games that require fine motor skills and quick reflexes. By incorporating Positioning Controller features, manufacturers are able to offer gamers a more immersive and responsive experience, enhancing gameplay across various genres. This advancement is not only appealing to professional gamers who demand high performance but also to casual players who appreciate the enhanced interaction and realism it brings to their gaming sessions. As the gaming industry continues to evolve, the adoption of Positioning Controller technology is expected to become a standard feature in high-end gaming peripherals, driving further innovation and market growth.



    Regionally, North America is expected to dominate the market due to the high concentration of gamers and the presence of leading gaming companies. However, the Asia Pacific region is anticipated to witness the highest growth rate during the forecast period. Factors such as the rising popularity of mobile gaming, increasing disposable income, and the growing penetration of high-speed internet are driving the market in this region. Europe and Latin America are also expected to show substantial growth, supported by a strong gaming culture and increasing investments in gaming infrastructure.



    Product Type Analysis



    The game controller handle market is segmented into two main product types: wireless and wired controllers. Wireless game controllers have gained significant traction in recent years due to their convenience and the freedom of movement they offer. These controllers eliminate the hassle of tangled wires and provide a seamless gaming experience. The advancements in wireless technology, such as Bluetooth and proprietary wireless protocols, have enhanced the connectivity and battery life of these controllers, making them a popular choice among gamers. Additionally, the rise of mobile gaming has further propelled the demand for wireless controllers as they offer compatibility with a range of devices.&

  3. f

    Data_Sheet_1_Anxiety, Depression, and Stress Are Associated With Internet...

    • figshare.com
    xlsx
    Updated Jun 15, 2023
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    Yang Wang; Bingjie Liu; Lei Zhang; Peng Zhang (2023). Data_Sheet_1_Anxiety, Depression, and Stress Are Associated With Internet Gaming Disorder During COVID-19: Fear of Missing Out as a Mediator.xlsx [Dataset]. http://doi.org/10.3389/fpsyt.2022.827519.s001
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    xlsxAvailable download formats
    Dataset updated
    Jun 15, 2023
    Dataset provided by
    Frontiers
    Authors
    Yang Wang; Bingjie Liu; Lei Zhang; Peng Zhang
    License

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

    Description

    BackgroundMany teenagers suffered negative emotional states, especially anxiety and depression, during the COVID-19 outbreak, and most teenagers choose Internet games to cope with negative emotion. Previous evidence indicated that fear of missing out is related with anxiety and depression in teenagers with Internet gaming disorder, but it is unclear how fear of missing out influences depression, anxiety, or stress.MethodsBased on an I-PACE model, using Depression, Anxiety, Stress Scale (DASS-21), Fear of Missing Out Scale, and Internet Gaming Addiction Scale, and 324 middle school students as participants, this study explored the mediating effect of fear of missing out on depression, anxiety, or stress and Internet gaming disorder.ResultsThe results showed that depression and stress are significantly related to Internet gaming disorder through the partial mediating of fear of missing out. Anxiety is not significantly related to Internet gaming disorder through the full mediating of fear of missing out, and anxiety and stress have a greater predictive effect on Internet gaming disorder through fear of missing out. Results also demonstrated that students who play Honor of Kings or Player Unknown's Battlegrounds have more risk to develop Internet gaming disorder.ConclusionsThe results indicated that fear of missing out as a mediator regulates the relationship among depression, anxiety, and stress and Internet game disorder. Specifically, under the mediation of fear of missing out, teenagers with anxiety are more likely to develop Internet gaming disorder, while teenagers with depression or stress might be prone to other types of Internet use disorders.

  4. D

    Gaming GPU Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Sep 23, 2024
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    Dataintelo (2024). Gaming GPU Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/global-gaming-gpu-market
    Explore at:
    csv, pptx, pdfAvailable 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

    Gaming GPU Market Outlook



    The global gaming GPU market size is projected to grow from $8.3 billion in 2023 to $18.2 billion by 2032, at a compound annual growth rate (CAGR) of 9.2%. This significant growth can be attributed to several factors, including the rapid advancements in gaming technologies, the increasing popularity of e-sports, and the constantly growing gamer community. The rising demand for high-performance graphics in gaming applications is pushing the boundaries of GPU capabilities, fostering more robust market dynamics.



    One of the primary growth drivers of the gaming GPU market is the continuous evolution and innovation in gaming technologies. Enhanced graphic rendering, virtual reality (VR), and augmented reality (AR) gaming experiences are becoming mainstream, necessitating more powerful GPUs. Gamers are now expecting highly immersive experiences that require sophisticated GPUs capable of handling complex computations and high-resolution graphics. This demand is fueling research and development in the GPU sector, leading to the release of more advanced and efficient products.



    The increasing popularity of e-sports is another significant factor contributing to the market's growth. E-sports has transformed from a niche hobby to a global phenomenon, with millions of viewers and significant sponsorship deals. Professional gamers and e-sports teams require top-tier gaming setups, including high-performance GPUs, to maintain a competitive edge. The lucrative nature of e-sports is also pushing amateur gamers to invest in better hardware, thereby boosting the demand for gaming GPUs.



    Furthermore, the expanding gamer community is also driving the growth of the gaming GPU market. With the rise of online multiplayer games and social gaming platforms, more individuals are investing in gaming PCs and consoles. The COVID-19 pandemic has also played a role in this growth, as lockdowns and social distancing measures have led to a surge in gaming activities. As a result, the demand for gaming GPUs has seen a considerable uptick, which is expected to continue in the coming years.



    In terms of regional outlook, Asia Pacific is poised to dominate the gaming GPU market during the forecast period. The region's burgeoning middle class, rising disposable incomes, and strong affinity for gaming are key factors driving this growth. North America and Europe are also significant markets, driven by advanced technological infrastructure and high consumer spending power. However, emerging markets in Latin America and the Middle East & Africa are expected to exhibit substantial growth, fueled by increasing internet penetration and growing interest in gaming.



    Product Type Analysis



    Discrete GPUs and integrated GPUs represent the two primary product types in the gaming GPU market. Discrete GPUs, which are separate hardware components, are generally favored by gamers for their superior performance and ability to handle high-resolution graphics and complex computations. These GPUs are ideal for gaming desktops and high-end laptops, providing the necessary power for an immersive gaming experience. The discrete GPU segment is expected to witness significant growth as gaming applications become more demanding, necessitating high-performance graphics solutions.



    Integrated GPUs, on the other hand, are built into the CPU and share memory with the processor. While they are less powerful than discrete GPUs, integrated GPUs are cost-effective and energy-efficient, making them suitable for casual gamers and budget-conscious consumers. The demand for integrated GPUs is increasing in the laptop segment, where portability and battery life are crucial considerations. However, as gaming requirements evolve, integrated GPUs are also becoming more sophisticated, with manufacturers continually enhancing their capabilities to meet consumer expectations.



    The discrete GPU market is predominantly driven by leading companies such as NVIDIA and AMD, who are consistently pushing the boundaries of GPU technology. Their innovations in ray tracing, AI-driven graphics, and VR/AR capabilities are setting new standards in the industry. Concurrently, integrated GPU developers are focusing on improving performance without compromising on energy efficiency, catering to a broad spectrum of gaming needs. The competition between these two segments is fostering a dynamic market environment, encouraging continuous advancements and product diversification.



    Moreover, the hybrid GPU market, which combines the benefits of both discr

  5. c

    The game-based learning Market will grow at a CAGR of 20.5% from 2023 to...

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated May 15, 2025
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    Cognitive Market Research (2025). The game-based learning Market will grow at a CAGR of 20.5% from 2023 to 2030! [Dataset]. https://www.cognitivemarketresearch.com/game-based-learning-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    May 15, 2025
    Dataset authored and provided by
    Cognitive Market Research
    License

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

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    The game-based learning market was valued at USD 13.85 billion in 2022 and will reach USD 61.60 billion by 2030, registering a CAGR of 20.5% for the forecast period 2023-2030. Market Dynamics of the Game-based Learning Market

    The driving factor of the game-based learning market

    Increasing adoption of technologies in education sectors is expected to drive the growth of game-based learning markets: Advanced technologies such as augmented reality (AR), artificial intelligence (AI), and virtual reality (VR) significantly impact students in the education field. Game-based learning engages and improves problem-solving and helps in the knowledge retention levels of the students. For instance, one of the key players in the game-based learning market, named Hurix Digital and Gamelearn focuses on integrating innovative technologies in their learning modules to make learning more interactive and create personalized experiences for improved student outcomes. Furthermore, advanced digital technologies allow access to videos, textbooks, and online searches while conducting the sessions. This allows for better communication between mentors and students.

    The restraining factor of the game-based learning market

    Limited access to advanced technology and low internet access is expected to hinder the market growth of game-based learning markets: Game-based learning owing to the complexity of the software programs and the high-priced hardware systems is too expensive. Moreover, for the smooth operation of these platforms, educational institutions must have a secure and appropriate setup of Information Technology (IT). Additionally, any type of glitch or technical issue accompanied by internet services is expected to affect the overall sessions of learning. Furthermore, a lack of skilled professionals to handle these arising issues is another factor hindering the market growth of game-based learning.

    The Trends factor of the game-based learning market

    Integration with AR/VR and AI: The emergence of immersive technologies such as augmented reality (AR), virtual reality (VR), and artificial intelligence (AI) is improving realism, interactivity, and personalization in educational games.

    Shift Toward Mobile and Cloud-Based Learning Games: The increasing use of smartphones and cloud services is driving the creation of mobile-compatible, accessible, and cross-platform educational games.

    Impact of the COVID-19 Pandemic on the Game-based Learning Market: The COVID-19 pandemic positively impacted the game-based learning market. Due to the strict guidelines issued by the government and the forced closure of institutions and companies, there was a lack of growth in all these sectors. Moreover, staying-at home led to an increase in the adoption of game-based learning across the globe. The pandemic transformed the working solutions of education into online working models, which indirectly propelled the growth of the e-learning and game-based learning market. Furthermore, owing to advanced digital technologies and higher investment in e-learning platforms within the education sector have boosted the growth of the game-based learning market. What is game-based learning? Game-based learning is active learning that includes the game characteristics embedded within its activities. This helps in effective learning and promotes student engagement and motivation to grasp new things. Game-based learning involves several components such as point systems, leaderboards, discussion boards, quizzes, classroom systems, and many more. Moreover, game-based learning promotes critical thinking and problem-solving skills. Game-based learning can be attained with digital or non-digital games and allow students to experience the learning firsthand.

  6. Active streamers on Twitch worldwide 2025

    • statista.com
    • ai-chatbox.pro
    Updated Jun 23, 2025
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    Statista (2025). Active streamers on Twitch worldwide 2025 [Dataset]. https://www.statista.com/statistics/746173/monthly-active-streamers-on-twitch/
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    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2018 - Mar 2025
    Area covered
    Worldwide
    Description

    In March 2025, video streaming platform Twitch had approximately *** million active streamers, down from a peak of **** million in January 2021. The platform experienced a boom during the COVID-19 pandemic, when many new users used the platform to connect with friends or try their hand at livestreaming. However, this trend normalized again towards the end of the year, and the streaming space has also grown more competitive as platforms apart from Twitch have evolved to attract streamers and viewers. Popular content categories on Twitch In 2024, most of the leading content categories on Twitch were all gaming-related – except for the top spot: Just Chatting. The general conversation category accumulated *** billion hours of viewing time in the measured period. In March 2025, global Twitch audiences spent around *** million hours watching Just Chatting content on Twitch, with the average viewer count of such content reaching *** thousand. HasanAbi was the most popular Just Chatting streamer on Twitch in the most recently measured month. Game streamers Twitch is very popular with gamers and gaming audiences, and the ranking of the most popular Twitch streamers reflects this. Ninja (real name: Richard Tyler Blevins), the top-ranked streamer on Twitch, had **** million followers in April 2025. Ninja saw a meteoric rise to fame when he was one of the first top-ranked players to stream the then-newly released Fortnite Battle Royale at the end of 2017. Second-ranked ibai (real name: Ibai Llanos Garatea) was ranked second with ***** million followers on Twitch. With more than **** million followers, Imane Anys, better known as Pokimane, was the only woman among the most-followed Twitch streamers worldwide. Overall, women only accounted for **** percent of the top-ranked Twitch channels.

  7. D

    Cloud Game Server Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Oct 3, 2024
    + more versions
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    Dataintelo (2024). Cloud Game Server Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/cloud-game-server-market
    Explore at:
    pptx, csv, pdfAvailable download formats
    Dataset updated
    Oct 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

    Cloud Game Server Market Outlook



    The global market size for cloud game servers was valued at $3.5 billion in 2023 and is projected to reach $15.8 billion by 2032, growing at a CAGR of 18.3% during the forecast period. The market is propelled by the increasing popularity of cloud gaming, advancements in network infrastructure, and the rising demand for a seamless gaming experience. Cloud gaming eliminates the need for high-end hardware by allowing games to be streamed directly to devices, catering to a broader audience and significantly impacting the market growth.



    A major growth factor for the cloud game server market is the advancement in network technologies such as 5G. The deployment of 5G networks globally is expected to provide the necessary bandwidth and low-latency requirements crucial for cloud gaming. This technological advancement not only enhances the gaming experience but also opens up new possibilities for real-time multiplayer gaming and virtual reality (VR) applications. Further, the scalability offered by cloud game servers allows gaming companies to handle massive user loads during peak times, ensuring uninterrupted gaming experiences.



    The increasing trend of gaming as a service (GaaS) also fuels the demand for cloud game servers. Companies are shifting from selling games as products to offering them as subscription-based services. This model allows for continuous revenue generation and provides gamers with access to a wide variety of games without the need for purchasing each one. Additionally, the ability to update games in real-time and offer downloadable content (DLC) becomes more efficient, enriching the user experience and driving market growth.



    Moreover, the ongoing COVID-19 pandemic has accelerated the shift towards cloud gaming. With more people staying at home, the demand for online entertainment has surged. Cloud gaming has thus become a preferred form of entertainment, contributing to the market's rapid growth. Furthermore, the ease of access provided by cloud game servers allows gamers to play complex games on various devices, including smartphones, tablets, and low-end PCs, broadening the market's reach.



    Regionally, North America holds a significant share of the cloud game server market, driven by high internet penetration and the presence of major cloud gaming service providers. However, the Asia Pacific region is expected to exhibit the highest CAGR during the forecast period, fueled by the increasing number of gamers, rising disposable income, and rapid technological advancements in countries like China, Japan, and India. This regional dynamics is crucial for stakeholders to understand as they plan their market entry strategies.



    Type Analysis



    The cloud game server market can be segmented by type into public cloud, private cloud, and hybrid cloud. Public cloud servers are widely used due to their cost-effectiveness and scalability. They allow gaming companies to deploy game servers without the need for significant upfront investment in hardware and infrastructure. This makes them particularly attractive for small and medium-sized enterprises (SMEs) that might lack the financial resources to build and maintain their own data centers. Additionally, public clouds offer the flexibility to scale resources up or down based on demand, providing an efficient way to handle fluctuating user loads.



    Private cloud servers, on the other hand, are preferred by larger gaming companies that require a higher degree of control over their gaming infrastructure. These servers offer enhanced security and performance, which is critical for companies dealing with sensitive user data and high-stakes gaming environments. Private clouds also enable better customization options, allowing companies to tailor the gaming experience to their specific needs. However, the cost associated with setting up and maintaining private cloud servers can be a significant barrier for smaller companies.



    Hybrid cloud servers combine the best of both worlds by offering the scalability and cost-effectiveness of public clouds along with the security and control of private clouds. This type of server is gaining traction as it allows gaming companies to allocate resources dynamically between public and private clouds based on specific requirements. For instance, critical game data can be stored in a private cloud for enhanced security, while less sensitive data can be stored in a public cloud to reduce costs. This flexibility is particularly beneficial for large-scale gaming applications that require robust and secure infrastructur

  8. c

    Content Delivery Network CDN Market is Growing at a CAGR of 11.50% from 2024...

    • cognitivemarketresearch.com
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    Cognitive Market Research, Content Delivery Network CDN Market is Growing at a CAGR of 11.50% from 2024 to 2031. [Dataset]. https://www.cognitivemarketresearch.com/content-delivery-network-cdn-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset authored and provided by
    Cognitive Market Research
    License

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

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    According to Cognitive Market Research, the global Content Delivery Network CDN market size is USD 22512.2 million in 2024 and will expand at a compound annual growth rate (CAGR) of 11.50% from 2024 to 2031.

    North America held the major market of more than 40% of the global revenue with a market size of USD 9004.88 million in 2024 and will grow at a compound annual growth rate (CAGR) of 9.7% from 2024 to 2031.
    Europe accounted for a share of over 30% of the global market size of USD 6753.66 million.
    Asia Pacific held the market of around 23% of the global revenue with a market size of USD 5177.81 million in 2024 and will grow at a compound annual growth rate (CAGR) of 13.5% from 2024 to 2031.
    Latin America market of more than 5% of the global revenue with a market size of USD 1125.61 million in 2024 and will grow at a compound annual growth rate (CAGR) of 10.9% from 2024 to 2031.
    Middle East and Africa held the major market ofaround 2% of the global revenue with a market size of USD 450.24 million in 2024 and will grow at a compound annual growth rate (CAGR) of 11.2% from 2024 to 2031.
    The Dynamic Content held the highest Content Delivery Network CDN market revenue share in 2024.
    

    Key Drivers of Content Delivery Network CDN Market

    Rising Demand for Video Streaming Services to Increase the Demand Globally
    

    One of the key drivers fueling the growth of the Content Delivery Network (CDN) market is the rising demand for video streaming services. With the proliferation of high-speed internet and the increasing popularity of over-the-top (OTT) media services, the consumption of online video content has surged. This trend is further accelerated by the growing number of mobile device users accessing video content on the go. CDNs play a crucial role in delivering high-quality video streaming experiences by optimizing content delivery, reducing latency, and improving overall user experience. As more companies and content providers invest in video streaming services to capitalize on this trend, the demand for CDN services is expected to grow significantly.

    Expansion of E-commerce and Online Gaming to Propel Market Growth
    

    Another key driver for the CDN market is the expansion of e-commerce and online gaming. With the rapid growth of e-commerce platforms and the increasing number of online gamers, there is a growing need for fast and reliable content delivery to ensure a seamless user experience. CDNs help in optimizing website performance, reducing load times, and ensuring secure transactions, which are critical for e-commerce success. Similarly, in the online gaming sector, CDNs play a crucial role in reducing latency, enabling real-time gaming experiences, and ensuring smooth gameplay. As the e-commerce and online gaming industries continue to expand, the demand for CDN services is expected to grow, driving market growth.

    Restraint Factors Of Content Delivery Network CDN Market

    Security Concerns and Data Privacy to Limit the Sales
    

    Key restraint for the CDN market is the growing concerns around security and data privacy. CDNs handle a vast amount of sensitive data, including personal information and financial transactions, making them potential targets for cyberattacks. Any breach in security can lead to data theft, loss of customer trust, and legal consequences. Moreover, the increasing focus on data privacy regulations, such as GDPR and CCPA, has put pressure on CDN providers to ensure compliance, adding complexity and cost to their operations. As organizations become more cautious about data security and privacy, they may hesitate to adopt CDN services, impacting market growth.

    Impact of Covid-19 on the Content Delivery Network CDN Market

    The Covid-19 pandemic has significantly impacted the Content Delivery Network (CDN) market, leading to both challenges and opportunities. With the widespread adoption of remote work, online learning, and streaming services, there has been a surge in internet traffic, driving the demand for CDN services. Businesses and organizations have increasingly relied on CDNs to ensure fast and reliable content delivery to users worldwide. This increased demand has led to revenue growth for CDN providers.

    However, the pandemic has also presented challenges for the CDN market. The economic slowdown has forced many businesses to cut costs, leading to reduced spending on IT infrastructure, including CDN ...

  9. The Global Playing Cards market size was USD 9.2 billion in 2023!

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Jan 1, 2023
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    Cognitive Market Research (2023). The Global Playing Cards market size was USD 9.2 billion in 2023! [Dataset]. https://www.cognitivemarketresearch.com/playing-cards-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jan 1, 2023
    Dataset authored and provided by
    Cognitive Market Research
    License

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

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    According to Cognitive Market Research, The Global Playing Cards market will be USD 5.9 billion in 2023 and grow at a compound yearly growth rate (CAGR) of 3% from 2023 to 2030.

    The demand for Playing Cards is a rise in the number of game bars & cafes, the growth in the popularity of such games among the young population, and an increase in the crowdfunding platforms for designers & manufacturers.
    Demand for many live casinos helps expand the Chinese playing cards & board games market.
    The Cardboard and Online category held the highest Playing Cards market revenue share in 2023.
    North America will continue to lead, whereas the Europe Playing Cards market will experience the strongest growth until 2030.
    

    Market Dynamics Of the Playing Cards

    Increase in the Number of Cafes to Provide Viable Market Output
    

    The global playing cards market has witnessed a surge, partly driven by the proliferation of cafes worldwide. The increasing number of cafes has created new avenues for social interaction and entertainment, fostering a demand for games like playing cards. Cafes serve as communal spaces where patrons seek leisure activities, and playing cards offer a versatile, cost-effective option.

    Mikol launched the world’s first luxury poker cards made from high-quality black marble. These special occasion cards are durable, lightweight, etched, and sanded for comfortable handling.

    Cafes often host events, tournaments, or game nights, further stimulating the market. A desire for analog experiences in a digital age propels this trend. As cafes multiply, the playing cards market will likely enjoy sustained growth, tapping into this evolving social dynamic.

    Escalating Influence of Social Media to Propel Market Growth
    

    The global playing cards market is experiencing a notable surge, partially attributed to the escalating influence of social media. Platforms like Instagram, TikTok, and YouTube have facilitated the resurgence of card games,popularizing unique decks and showcasing intricate artistry techniques. Social media influencers and creators engage their audiences in card-related content, driving curiosity and demand.

    Gale Force Nine (GF9), a U.S.-based game manufacturing company, announced the launch of 'Enola Holmes: Finder of Lost Souls' a board game based on the renowned Sherlock Homes franchise.

    Furthermore, online communities and forums dedicated to card games have flourished, creating a sense of belonging and fostering a thriving subculture. This digital ecosystem has reinvigorated interest in playing cards, contributing significantly to the market's growth and expansion.

    Global Gaming Culture
    

    Key Restrains of Playing Cards Market

    Increasing Tariffs and the Emergence of New Manufacturing Hubs Hinder Market Growth.
    

    The global playing cards market faces key restraints, notably escalating tariffs and the emergence of new manufacturing hubs. Increasing trade barriers through tariffs can lead to higher production costs and reduced profitability for industry players. Additionally, the emergence of new manufacturing hubs introduces competitive challenges, potentially shifting market dynamics and impacting established suppliers. These factors necessitate strategic adaptation and resource allocation to maintain market competitiveness and profitability in evolving global trade landscapes.

    Impact of COVID–19 on the Playing Cards Market

    The global playing cards market experienced a notable shift due to the COVID-19 pandemic. With lockdowns and social distancing measures in place, there was a surge in demand for indoor entertainment, including card games. This trend led to a substantial uptick in sales, especially for popular and collectible card games. However, the manufacturing and supply chains were affected by disruptions, causing occasional shortages and delays. As restrictions eased, the market gradually normalized, but consumer preferences for home-based entertainment have remained, indicating a potential shift in long-term consumption patterns within the playing cards industry. Introduction of the Playing Cards Market

    Playing card games is one of the most popular family pastimes worldwide. Playing cards and board games have many advantages, such as improved math skills and logical thinking, better mental health, help with concentration, patience and discipline, relaxation an...

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Tabea Breckwoldt; Stefan Fröhlich; Samuel Iff; Raoul Bitar; Jörg Spörri; Johannes Scherr; Erich Seifritz; Boris B. Quednow; Malte Christian Claussen (2023). Data_Sheet_1_A stabilizing factor?–Video gaming among elite athletes during the first lockdown of the COVID-19 pandemic.pdf [Dataset]. http://doi.org/10.3389/fpsyg.2022.880313.s001

Data_Sheet_1_A stabilizing factor?–Video gaming among elite athletes during the first lockdown of the COVID-19 pandemic.pdf

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Dataset updated
Jun 20, 2023
Dataset provided by
Frontiers
Authors
Tabea Breckwoldt; Stefan Fröhlich; Samuel Iff; Raoul Bitar; Jörg Spörri; Johannes Scherr; Erich Seifritz; Boris B. Quednow; Malte Christian Claussen
License

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

Description

ObjectivesLittle is known about the extent of video gaming among elite athletes, specifically under stressful conditions like those induced by the current COVID-19 pandemic. The aim of this study was to evaluate the intensity and extent of video gaming in the context of the COVID-19 pandemic, during which the usual daily routine of many athletes was disrupted.MethodsOverall, 203 elite athletes from Switzerland who participated in Olympic sports or in “International Olympic Committee”—approved disciplines were interviewed using an online questionnaire. They were questioned on their video game consumption during the first Swiss lockdown during the COVID-19 pandemic as well as on their athletic performance and economic circumstances. Additionally, mental and physical health were assessed by standardized questionnaires. From this questionnaire data, predictors of gaming time were evaluated using multivariable analysis.ResultsBefore the lockdown, 21% of the participating athletes played video games regularly. The average playing time was 15.8 h per month within the gamer group. During the first lockdown, 29% of athletes reported gaming regularly, and within the gamer group the average gaming time increased significantly, by 164%. The mental health burden showed significant differences between gamers and non-gamers regarding existential fears during the lockdown, the ability to cope with governmental measures due to COVID-19 and total sleeping time. However, there was no statistical difference in respect to standardized scales for depressive symptoms, sleep behavior, and anxiety. Higher video gaming time during the lockdown was significantly associated with male gender and previous gaming before the COVID-19 lockdown.ConclusionVideo gaming time increased significantly during the first lockdown. Whether video gaming among elite athletes hereby functions as an effective coping behavior remains to be shown and requires more research.

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