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This dataset provides a detailed look into the world of competitive video gaming in universities. It covers a wide range of topics, from performance rankings and results across multiple esports platforms to the individual team and university rankings within each tournament. With an incredible wealth of data, fans can discover statistics on their favorite teams or explore the challenges placed upon university gamers as they battle it out to be the best. Dive into the information provided and get an inside view into the world of collegiate esports tournaments as you assess all things from Match ID, Team 1, University affiliations, Points earned or lost in each match and special Seeds or UniSeeds for exceptional teams. Of course don't forget about exploring all the great Team Names along with their corresponding websites for further details on stats across tournaments!
For more datasets, click here.
- 🚨 Your notebook can be here! 🚨!
Download Files First, make sure you have downloaded the CS_week1, CS_week2, CS_week3 and seeds datasets on Kaggle. You will also need to download the currentRankings file for each week of competition. All files should be saved using their originally assigned name in order for your analysis tools to read them properly (ie: CS_week1.csv).
Understand File Structure Once all data has been collected and organized into separate files on your desktop/laptop computer/mobile device/etc., it's time to become familiar with what type of information is included in each file. The main folder contains three main data files: week1-3 and seedings. The week1-3 contain teams matched against one another according to university, point score from match results as well as team name and website URL associated with university entry; whereas the seedings include a ranking system amongst university entries which are accompanied by information regarding team names, website URLs etc.. Furthermore, there is additional file featured which contains currentRankings scores for each individual player/teams for an first given period of competition (ie: first week).
Analyzing Data Now that everything is set up on your end it’s time explore! You can dive deep into trends amongst universities or individual players in regards to specific match performances or standings overall throughout weeks of competition etc… Furthermore you may also jumpstart insights via further creation of graphs based off compiled date from sources taken from BUECTracker dataset! For example let us say we wanted compare two universities- let's say Harvard University v Cornell University - against one another since beginning of event i we shall extract respective points(column),dates(column)(found under result tab) ,regions(csilluminating North America vs Europe etc)general stats such as maps played etc.. As well any other custom ideas which would come along in regards when dealing with similar datasets!
- Analyze the performance of teams and identify areas for improvement for better performance in future competitions.
- Assess which esports platforms are the most popular among gamers.
- Gain a better understanding of player rankings across different regions, based on rankings system, to create targeted strategies that could boost individual players' scoring potential or team overall success in competitive gaming events
If you use this dataset in your research, please credit the original authors. Data Source
License: CC0 1.0 Universal (CC0 1.0) - Public Domain Dedication No Copyright - You can copy, modify, distribute and perform the work, even for commercial purposes, all without asking permission. See Other Information.
File: CS_week1.csv | Column name | Description | |:---------------|:----------------------------------------------| | Match ID | Unique identifier for each match. (Integer) | | Team 1 | Name of the first team in the match. (String) | | University | University associated with the team. (String) |
File: CS_week1_currentRankings.csv | Column name | Description | |:--------------|:-----------------------------------------------------------|...
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Introduction
Mobile Gaming Statistics: The mobile gaming sector has rapidly become the largest and most dynamic segment within the global gaming industry, fueled by the mass adoption of smartphones, low-cost internet, and an increasing demand for portable entertainment.
Enhanced by advancements such as 5G networks, augmented reality (AR), cloud-based platforms, and freemium revenue models, mobile games have transformed from simple diversions into billion-dollar ecosystems attracting vast user bases.
This growing momentum is evident in surging user engagement, expanding in-app purchases, and rising ad-based revenues, firmly establishing mobile gaming as a central pillar of the digital entertainment economy. This report presents up-to-date mobile gaming statistics, covering key areas including market size, consumer trends, revenue streams, genre-specific growth, and regional insights.
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TwitterCompetitive video gaming is gaining popularity and scope around the globe. A consumer survey found that over ** percent of Chinese eSports fans followed eSports news and information on a daily or weekly basis, as per results in May 2023. They were most interested in event and tournament news and live game streaming of eSports gamers.
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The global esports market size is expected to grow from USD 1,703.64 million in 2023 to USD 8,594.60 million by 2032, at a CAGR of 19.70% from 2024-2032
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Gaming Monetization Statistics: The gaming sector has undergone considerable transformation, moving away from its conventional model of selling games as independent units.
Instead, it has embraced a diverse ecosystem where various strategies are utilized to produce revenue. Gaming monetization pertains to the practices and tactics employed by game developers and publishers to derive earnings from their creations.
This multifaceted methodology holds immense importance in maintaining the industry's expansion, facilitating game development, and furnishing players with captivating interactions. The dynamic gaming monetization landscape is characterized by its ability to adapt to changing market dynamics, emerging player preferences, and technological advancements.
This adaptability will remain essential in sustaining the industry's growth while ensuring that players continue to receive captivating gaming experiences.
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This dataset is created to provide more insights into the esports industry and contains specific information about tournaments with large prize pools. The data is retrieved from esportsearnings.com.
I want to thank Jack Daoud for creating and publishing the initial dataset about esports earnings
Photo by Emanuel Ekström on Unsplash
Feel free to use the following task to start with this dataset: https://www.kaggle.com/hbakker/esports-200-tournaments/tasks?taskId=4100
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TwitterAccording to a 2023 survey on eSports in Malaysia, ** percent of respondents stated that they would get their information on eSports from friends. Meanwhile, ** percent of Malaysian respondents said that they obtain the latest news on eSports from social media.
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Mobile gaming statistics: The mobile gaming sector has definitively positioned itself as the single most powerful revenue engine in the global entertainment economy, surpassing both PC and console segments combined.
Its meteoric rise is a direct consequence of global smartphone saturation, the proliferation of high-speed 5G networks, and a shift in the market towards highly accessible, free-to-play models. Modern mobile gaming has evolved far beyond simple, casual time-killers into deep, long-form core experiences that are changing everything from social interaction to competitive eSports.
In this comprehensive report, I’d like to discuss the essential, up-to-date mobile gaming statistics, providing data that proves the market’s current scale, regional dominance, genre-specific profitability, and evolving player demographics. Without further ado, let’s get started.
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TwitterAccording to a survey conducted among gamers in Japan in May 2025, **** percent of respondents in their twenties used YouTube as a source of information about new video games and gaming apps. While YouTube was the most common source of information among people in this age group, internet advertisements played a bigger role than YouTube among people in their fifties and sixties.
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This dataset contains detailed statistics from the League of Legends Worlds 2024 - Swiss Stage, providing insights into champion performance, pick/ban rates, and in-game metrics. The data is sourced from gol.gg (Games of Legends), a popular platform for esports statistics. This dataset offers valuable information for analysts, coaches, and players to understand champion dynamics in the 2024 Worlds tournament.
The dataset is stored in a CSV file named champions.csv and contains the following columns:
- Champion: The name of the champion in the Swiss Stage.
- Picks: The number of times each champion was picked during the Swiss Stage matches.
- Bans: The number of times each champion was banned, indicating their perceived threat level.
- Presence: The percentage of matches where the champion was either picked or banned.
- Wins: The total number of games the champion won.
- Losses: The total number of games the champion lost.
- Winrate: The win percentage calculated from the champion's games.
- KDA (Kills/Deaths/Assists): A performance metric representing how effectively the champion contributes to team fights.
- Avg BT (Average Build Time): The average time required for the champion to complete their item build.
- GT (Game Time): The length of time the champion was involved in matches, reported in HH:MM:SS format.
- CSM (Creep Score per Minute): Average number of minions killed per minute, reflecting farming efficiency.
- DPM (Damage per Minute): Average damage dealt by the champion per minute.
- GPM (Gold per Minute): Gold earned by the champion per minute.
- CSD@15 (Creep Score Difference at 15 minutes): Difference in creep score compared to the opposing player by the 15-minute mark.
- GD@15 (Gold Difference at 15 minutes): The difference in gold between the champion and their opponent at the 15-minute mark.
- XPD@15 (Experience Difference at 15 minutes): The experience point difference between the champion and their opponent at the 15-minute mark.
Here’s the updated version of your dataset description, reflecting the data source and relevant legal disclaimers:
The dataset was collected from gol.gg (Games of Legends), an esports statistics platform. GOL provides comprehensive stats for competitive gaming but is not officially endorsed by Riot Games. Therefore, this data does not reflect the views or opinions of Riot Games or anyone involved in managing League of Legends.
GOL isn’t endorsed by Riot Games and doesn’t reflect the views or opinions of Riot Games or anyone officially involved in producing or managing League of Legends. League of Legends and Riot Games are trademarks or registered trademarks of Riot Games, Inc. League of Legends © Riot Games, Inc.
This dataset represents the Swiss Stage of the League of Legends Worlds 2024 and will not be regularly updated unless there are additional rounds or significant meta changes. For further updates, check the metadata tab.
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Dive into the vibrant world of gaming culture with the "Amazon Best Sellers 2024: Gaming Merchandise 🎮" dataset. This concise yet insightful collection features around 300 top-rated gaming merchandise items from Amazon, spanning a variety of categories from innovative gaming gear to quirky gamer-centric novelties. It's a snapshot of what's trending in the gaming community, offering a peek into the preferences of gamers in 2024.
Given its focused nature, this dataset is ideal for targeted analyses, such as: - Trend Identification: Pinpoint popular themes and items within the gaming merchandise space, identifying what resonates with the gaming community. - Brand Analysis: Assess which brands are leading in the gaming merchandise sector and how brand presence correlates with customer ratings. - Consumer Sentiment Analysis: Perform a qualitative analysis of the reviews and ratings to understand consumer satisfaction levels and common feedback themes.
title: The product name, reflecting the variety and creativity in gaming merchandise.brand: The producing brand, indicating the diversity in manufacturers catering to the gaming market.description: Detailed product descriptions (where available), providing deeper insights into the product features.stars & reviewsCount: Reflective of consumer opinions, these columns offer a quantitative measure of product popularity and quality.price/currency & price/value: While pricing data might be sparse, available entries can shed light on the pricing landscape for gaming merchandise.breadCrumbs: Product categorization data, useful for understanding how items are grouped on Amazon.asin: The unique identifier for each product, facilitating further individual product research.url: Direct links to the product pages, allowing for easy access to additional product details.This dataset aggregates publicly available information from Amazon, compiled with a commitment to ethical data practices, respecting user privacy and Amazon's data policies.
A heartfelt thank you to Amazon for being a treasure trove of data and a hub for gaming enthusiasts worldwide. This dataset celebrates the rich tapestry of gaming merchandise available on their platform.
Special thanks for the thumbnail image inspiration goes to an intriguing product listed on Amazon. For more details, visit the Geek Alerts Game Controller LED Backlight Decoration on Amazon.
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Upon thorough gaming market analysis and research, the following factors has been identified as the critical market trends during the forecast period 2021-2025:
Increasing emergence of cloud gamingGrowth in free-to-play modelRise in strategic partnerships and acquisitions
The gaming market report also provides several other key information including:
CAGR of the market during the forecast period 2021-2025
Detailed information on factors that will drive gaming market growth during the next five years
Precise estimation of the gaming market size and its contribution to the parent market
Accurate predictions on upcoming trends and changes in consumer behavior
The growth of the gaming market industry across APAC, North America, Europe, MEA, and South America
A thorough analysis of the market’s competitive landscape and detailed information on vendors
Comprehensive details of factors that will challenge the growth of gaming market vendors
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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
For more datasets, click here.
- 🚨 Your notebook can be here! 🚨!
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!
- 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
If you use this dataset in your research, please credit the original authors. Data Source
See the dataset description for more information.
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) ...
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The Increasing emergence of cloud gaming is identified as one of the key gaming market trends. This trend is expected to gain significant traction and enable the market to post a steady growth rate during the forecast period 2021-2025.
The Growth in free-to-play model and Rise in strategic partnerships and acquisitions are some of the other trends in the gaming market that will have significant impact on the growth of the market.
The gaming market report also provides several other key information including:
CAGR of the market during the forecast period 2021-2025
Detailed information on factors that will drive gaming market growth during the next five years
Precise estimation of the gaming market size and its contribution to the parent market
Accurate predictions on upcoming trends and changes in consumer behavior
The growth of the gaming market industry across APAC, North America, Europe, MEA, and South America
A thorough analysis of the market’s competitive landscape and detailed information on vendors
Comprehensive details of factors that will challenge the growth of gaming market vendors
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DraftKings Inc. operates a digital sports entertainment and gaming company. It offers multi-channel sports betting and gaming technologies, powering sports and gaming entertainment for operators in 17 countries. The company operates iGaming through its DraftKings brand in 5 states, as well as operates Golden Nugget Online Gaming, an iGaming product and gaming brand in 3 states. Its Sportsbook is live with mobile and/or retail betting operations in the United States pursuant to regulations in 18 states. The company's daily fantasy sports product is available in 6 countries internationally with 15 distinct sports categories. In addition, it offers DraftKings Marketplace, a digital collectibles ecosystem designed for mainstream accessibility that offers curated NFT drops and supports secondary-market transactions, as well as owns Vegas Sports Information Network (VSiN), a multi-platform broadcast and content company. DraftKings Inc. was founded in 2011 and is headquartered in Boston, Massachusetts.
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This dataset offers a detailed overview of video games across various platforms. It encompasses a broad range of information, making it a valuable resource for understanding the evolution, popularity, and thematic diversity of video games. Ideal for analysis of gaming trends, player preferences, and platform-specific dynamics, this dataset is a key tool for researchers, game developers, and market analysts.
This dataset is instrumental for various analyses, including: - Trend analysis in the gaming industry. - Comparative studies of games across different platforms. - Understanding the correlation between game features and user ratings. - Market analysis for predicting future gaming trends and preferences.
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TwitterThe UK Betting and Gaming Statistics National Statistics release presents statistics from the 7 different gambling regimes administered by HM Revenue and Customs (HMRC):
Included within this release are monthly tax receipts statistics for all 7 regimes and monthly liabilities statistics for Machine Games Duty.
Published every 6 months, the April release presents new data from the preceding October to March period and October’s release presents data from the preceding April to September. The timing of the next publication is currently subject to the HMRC statistics consultation.
https://webarchive.nationalarchives.gov.uk/ukgwa/20210507175836/https://www.gov.uk/government/statistics/uk-betting-and-gaming-statistics">Archive versions of the Betting and Gaming Statistics published on GOV.UK after April 2019 are no longer hosted on GOV.UK and are instead available via the UK Government Web Archive, from the National Archives.
https://webarchive.nationalarchives.gov.uk/ukgwa/20220801103640/https:/www.uktradeinfo.com/trade-data/tax-and-duty-bulletins/">Archive versions of the Betting and Gaming Statistics published between 2008 and April 2019 are found on the archived UK Trade Info website, accessed via the National Archives.
Users should note that between 2008 and April 2019, the statistical release was called the ‘Betting and Gaming Bulletin’.
Further details for this statistical release, including data suitability and coverage, are included within the UK Betting and Gaming Statistics quality report.
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The gaming industry report identifies integration of blockchain technology as one of the primary drivers propelling the growth of the market. This driver is expected to create several growth opportunities and entice market vendors to make significant investments.
The gaming market report also provides several other key information including:
CAGR of the market during the forecast period 2021-2025
Detailed information on factors that will drive gaming market growth during the next five years
Precise estimation of the gaming market size and its contribution to the parent market
Accurate predictions on upcoming trends and changes in consumer behavior
The growth of the gaming market industry across APAC, North America, Europe, MEA, and South America
A thorough analysis of the market’s competitive landscape and detailed information on vendors
Comprehensive details of factors that will challenge the growth of gaming market vendors
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By [source]
This dataset provides a detailed look into the world of competitive video gaming in universities. It covers a wide range of topics, from performance rankings and results across multiple esports platforms to the individual team and university rankings within each tournament. With an incredible wealth of data, fans can discover statistics on their favorite teams or explore the challenges placed upon university gamers as they battle it out to be the best. Dive into the information provided and get an inside view into the world of collegiate esports tournaments as you assess all things from Match ID, Team 1, University affiliations, Points earned or lost in each match and special Seeds or UniSeeds for exceptional teams. Of course don't forget about exploring all the great Team Names along with their corresponding websites for further details on stats across tournaments!
For more datasets, click here.
- 🚨 Your notebook can be here! 🚨!
Download Files First, make sure you have downloaded the CS_week1, CS_week2, CS_week3 and seeds datasets on Kaggle. You will also need to download the currentRankings file for each week of competition. All files should be saved using their originally assigned name in order for your analysis tools to read them properly (ie: CS_week1.csv).
Understand File Structure Once all data has been collected and organized into separate files on your desktop/laptop computer/mobile device/etc., it's time to become familiar with what type of information is included in each file. The main folder contains three main data files: week1-3 and seedings. The week1-3 contain teams matched against one another according to university, point score from match results as well as team name and website URL associated with university entry; whereas the seedings include a ranking system amongst university entries which are accompanied by information regarding team names, website URLs etc.. Furthermore, there is additional file featured which contains currentRankings scores for each individual player/teams for an first given period of competition (ie: first week).
Analyzing Data Now that everything is set up on your end it’s time explore! You can dive deep into trends amongst universities or individual players in regards to specific match performances or standings overall throughout weeks of competition etc… Furthermore you may also jumpstart insights via further creation of graphs based off compiled date from sources taken from BUECTracker dataset! For example let us say we wanted compare two universities- let's say Harvard University v Cornell University - against one another since beginning of event i we shall extract respective points(column),dates(column)(found under result tab) ,regions(csilluminating North America vs Europe etc)general stats such as maps played etc.. As well any other custom ideas which would come along in regards when dealing with similar datasets!
- Analyze the performance of teams and identify areas for improvement for better performance in future competitions.
- Assess which esports platforms are the most popular among gamers.
- Gain a better understanding of player rankings across different regions, based on rankings system, to create targeted strategies that could boost individual players' scoring potential or team overall success in competitive gaming events
If you use this dataset in your research, please credit the original authors. Data Source
License: CC0 1.0 Universal (CC0 1.0) - Public Domain Dedication No Copyright - You can copy, modify, distribute and perform the work, even for commercial purposes, all without asking permission. See Other Information.
File: CS_week1.csv | Column name | Description | |:---------------|:----------------------------------------------| | Match ID | Unique identifier for each match. (Integer) | | Team 1 | Name of the first team in the match. (String) | | University | University associated with the team. (String) |
File: CS_week1_currentRankings.csv | Column name | Description | |:--------------|:-----------------------------------------------------------|...