17 datasets found
  1. Fortnite player count 2017-2023

    • statista.com
    Updated Nov 27, 2025
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    Statista (2025). Fortnite player count 2017-2023 [Dataset]. https://www.statista.com/statistics/746230/fortnite-players/
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    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Aug 2017 - Nov 2023
    Area covered
    Worldwide
    Description

    How many people play Fortnite? After bursting onto the scene in 2017, Fortnite has since become a worldwide phenomenon, amassing 650 million players across the globe as of November 2023, up from 400 million in May 2021. Why is Fortnite so popular? The reasons Fortnite has become such a global hit are clear. Not only is the game free to play, but it is also available on most gaming platforms. On top of this, Fortnite's most popular gameplay mode is the battle royale mode, in which up to 100 players fight it at once. This means that the re-playability of the game is infinite – each game is unique. Keeping players engaged with live services Fortnite Battle Royale is also a live service game, meaning that the game receives regular content updates to keep players engaged. Each season of the game roughly lasts 10 weeks and features events such as online concerts, and cosmetic changes. The game’s current iteration is called "鬼HUNTERS (Demon HUNTERS)" with a theme around yōkai, hunters and Japanese culture. Live service games are here to stay By offering cross-platform, multiplayer gaming with a live service schedule, Fortnite covers two of the biggest gaming industry trends, which the majority of the industry intend to follow. A 2023 of global gaming studios found that more than nine in ten studios were either working on or intending to release a live services title. With regular, cadenced, and themed updates to free-to-play games, studios motivate players to keep returning and, eventually, spend not only time but also money on the game. This seems to work for the parent company Epic Games – Fortnite was one of the most downloaded PlayStation F2P game in the EU and North America in 2024.

  2. Fortnite player distribution in the U.S. 2018, by age group

    • statista.com
    Updated Jul 11, 2025
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    Statista (2025). Fortnite player distribution in the U.S. 2018, by age group [Dataset]. https://www.statista.com/statistics/865616/fortnite-players-age/
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    Dataset updated
    Jul 11, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 2018
    Area covered
    United States
    Description

    Since its release in 2017, Fortnite has become one of the most popular games in the world. The Battle Royale game, in which up to 100 players fight it out at one time, is especially loved amongst the younger generations as **** percent of Fortnite players are aged between 18 and 24, and a further **** percent are between ** and 34.

    The rise of Fortnite Having amassed over *** million registered users in just two years, it is safe to say that Fortnite is nothing short of a gaming phenomenon. The developers of the hit, Epic Games, certainly picked the right time to enter the market as revenue in the Battle Royale premium console segment amounted to *** billion U.S. dollars in 2018 and was estimated to more than double to *** billion U.S. dollars in 2019. Fortnite undoubtedly contributed to this estimated jump in revenue as the game generated *** million U.S. dollars in May 2018 alone and it also raked in considerable revenue through its mobile game. If Fortnite itself is free to play, how is it generating so much money?

    In-game purchases key to success The answer is in-game purchases. Regular currency will not get you very far in the Fortnite universe, but it will give you access to V-Bucks, which will unlock everything from Fortnite outfits to celebrations (emotes) and gliders. It seems that players are spending their hard-earned money on making their Fortnite characters stand out from the crowd, with over two-thirds of Fortnite fans confessing to spending money on in-game purchases. The most popular upgrades were to the characters themselves and their outfits, whilst almost ** percent of in-game spending was on emotes, so that the victorious players could celebrate their victories in style.

  3. Gaming Behavior and Demographics Dataset

    • kaggle.com
    zip
    Updated May 7, 2024
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    mzk.jess (2024). Gaming Behavior and Demographics Dataset [Dataset]. https://www.kaggle.com/datasets/mzkjess/gaming-behavior-and-demographics-dataset/code
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    zip(1127 bytes)Available download formats
    Dataset updated
    May 7, 2024
    Authors
    mzk.jess
    License

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

    Description

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

    Dataset collected through a questionnaire distributed on Discord groups.

  4. R

    Research Paper on Metaverse Market Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Apr 23, 2025
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    Market Report Analytics (2025). Research Paper on Metaverse Market Report [Dataset]. https://www.marketreportanalytics.com/reports/research-paper-on-metaverse-market-89098
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    pdf, ppt, docAvailable download formats
    Dataset updated
    Apr 23, 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 Metaverse market is experiencing explosive growth, projected to reach a substantial size exceeding $116.74 million by 2025 and exhibiting a remarkable Compound Annual Growth Rate (CAGR) of 41.83%. This burgeoning sector is driven by several key factors. Firstly, advancements in Augmented Reality (AR) and Virtual Reality (VR) hardware are creating increasingly immersive and engaging experiences. Secondly, the integration of social media, particularly through targeted advertising within metaverse platforms, is fueling user engagement and market expansion. The rise of virtual live entertainment, exemplified by successful platforms like Epic Games and Roblox, is further attracting significant user bases and driving revenue generation. Finally, the expansion of gaming services, offering diverse and interactive experiences within metaverse environments, constitutes a major growth catalyst. The market is segmented across diverse end-user industries, including gaming, media & entertainment, commercial applications (virtual offices, training simulations), retail (virtual showrooms, immersive shopping), and others. Major players like Fortnite, EA Sports, AWS, Qualcomm, Oculus, Vive, Epic Games, Roblox, Facebook (Meta), Unity, Steam, and Itch.io are actively shaping this dynamic landscape, investing heavily in technological advancements and content creation to capture market share. The forecast period from 2025 to 2033 promises even more significant expansion. While precise regional market share data is unavailable, it's reasonable to expect North America and Europe to initially hold the largest shares, given their advanced technological infrastructure and strong adoption rates of related technologies. However, Asia's rapid technological development and immense population present significant growth potential, potentially surpassing other regions in the later years of the forecast period. The continued development of user-friendly interfaces, enhanced graphic capabilities, and broader accessibility will be crucial in driving further market penetration across all regions. Challenges such as addressing concerns regarding data privacy, cybersecurity, and the potential for digital addiction will require proactive solutions to ensure sustainable and responsible market development. Recent developments include: May 2024: Grand Cayman-based Web3 firm Mai Labs unveiled its metaverse platform, 'Mayaaverse', in India. During the launch event held in Delhi, the company also rolled out the Lumyn XR, a virtual reality headset crafted for deep immersion in the digital realm. Through these innovations, Mai Labs is making its mark in Artificial Intelligence, blockchain, and the metaverse., February 2024: The Royal Government of Bhutan has launched a metaverse platform named Bhutanverse. This virtual space provides a computer-generated environment, enabling global users to experience Bhutan digitally. The metaverse will showcase the country's culture, history, and philosophy, accessible from users' homes. It will feature Bhutanese motifs, art, and architecture. Additionally, a creative space has been developed to offer interactive quests, where metaverse avatars can engage in mini-games based on compelling storylines centered around Bhutan’s history and folklore.. Key drivers for this market are: Favorable trends such as convergence of games and social media platforms, Technological advancements in hardware and networking. Potential restraints include: Favorable trends such as convergence of games and social media platforms, Technological advancements in hardware and networking. Notable trends are: Gaming Segment Accounted for the Largest Market Share.

  5. w

    Global 3D Social Gaming Platform Market Research Report: By Platform Type...

    • wiseguyreports.com
    Updated Sep 15, 2025
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    (2025). Global 3D Social Gaming Platform Market Research Report: By Platform Type (Web-Based, Mobile-Based, Console-Based, Virtual Reality), By Game Genre (Role-Playing Games, Simulation Games, Action Games, Social Deduction Games), By User Demographics (Children, Teenagers, Adults, Seniors), By Monetization Model (Subscription-Based, Freemium, Pay-to-Play, In-App Purchases) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2035 [Dataset]. https://www.wiseguyreports.com/reports/3d-social-gaming-platform-market
    Explore at:
    Dataset updated
    Sep 15, 2025
    License

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

    Time period covered
    Sep 25, 2025
    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2023
    REGIONS COVEREDNorth America, Europe, APAC, South America, MEA
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 20244.4(USD Billion)
    MARKET SIZE 20255.16(USD Billion)
    MARKET SIZE 203525.0(USD Billion)
    SEGMENTS COVEREDPlatform Type, Game Genre, User Demographics, Monetization Model, 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 DYNAMICSincreased consumer engagement, growing mobile accessibility, rise of virtual reality, enhanced social interaction, user-generated content expansion
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDActivision Blizzard, Valve Corporation, Fortnite, Roblox, Bandai Namco Entertainment, Tencent, Sony Interactive Entertainment, Epic Games, Microsoft, Zynga, Square Enix, Niantic, Electronic Arts, Meta, Unity Technologies, Nexon
    MARKET FORECAST PERIOD2025 - 2035
    KEY MARKET OPPORTUNITIESCross-platform multiplayer integrations, Enhanced virtual reality experiences, Subscription-based revenue models, Gamification in education and training, Expansion into mobile gaming.
    COMPOUND ANNUAL GROWTH RATE (CAGR) 17.1% (2025 - 2035)
  6. w

    Global Metaverse Games Market Research Report: By Game Type (Role-Playing...

    • wiseguyreports.com
    Updated Aug 5, 2025
    + more versions
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    (2025). Global Metaverse Games Market Research Report: By Game Type (Role-Playing Games, Simulation Games, Action Games, Adventure Games, Sports Games), By Platform (PC, Console, Mobile, Virtual Reality, Augmented Reality), By Monetization Model (Free-to-Play, Subscription-Based, Pay-to-Play, In-Game Purchases, Advertising), 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/metaverse-games-market
    Explore at:
    Dataset updated
    Aug 5, 2025
    License

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

    Time period covered
    Aug 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 202412.95(USD Billion)
    MARKET SIZE 202514.65(USD Billion)
    MARKET SIZE 203550.0(USD Billion)
    SEGMENTS COVEREDGame Type, Platform, Monetization Model, User Demographics, Regional
    COUNTRIES COVEREDUS, Canada, Germany, UK, France, Russia, Italy, Spain, Rest of Europe, China, India, Japan, South Korea, Malaysia, Thailand, Indonesia, Rest of APAC, Brazil, Mexico, Argentina, Rest of South America, GCC, South Africa, Rest of MEA
    KEY MARKET DYNAMICSGrowing user engagement, Advancements in VR technology, Expanding digital economies, Increased investment funding, Rise of social experiences
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDNVIDIA, PlayStation Studios, Valve Corporation, Fortnite, Niantic, Microsoft, Roblox Corporation, Meta, Tencent, Amazon, Sony Interactive Entertainment, Square Enix, Activision Blizzard, Ubisoft, Epic Games, Unity Technologies
    MARKET FORECAST PERIOD2025 - 2035
    KEY MARKET OPPORTUNITIESIncreased virtual real estate transactions, Integration of blockchain technology, Rise in cross-platform gaming, Growing demand for immersive experiences, Expansion of social interaction features
    COMPOUND ANNUAL GROWTH RATE (CAGR) 13.1% (2025 - 2035)
  7. G

    User-Generated Game Platforms Market Research Report 2033

    • growthmarketreports.com
    csv, pdf, pptx
    Updated Aug 29, 2025
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    Growth Market Reports (2025). User-Generated Game Platforms Market Research Report 2033 [Dataset]. https://growthmarketreports.com/report/user-generated-game-platforms-market
    Explore at:
    pdf, pptx, csvAvailable download formats
    Dataset updated
    Aug 29, 2025
    Dataset authored and provided by
    Growth Market Reports
    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    User-Generated Game Platforms Market Outlook




    According to our latest research, the global User-Generated Game Platforms market size reached USD 7.2 billion in 2024, reflecting the rapid adoption and mainstream acceptance of user-driven content creation in the gaming industry. The market is forecasted to grow at a robust CAGR of 16.8% from 2025 to 2033, reaching an estimated USD 32.1 billion by 2033. This remarkable growth is being propelled by technological advancements, increasing engagement with interactive entertainment, and the democratization of game development tools, which collectively empower users to create, share, and monetize their own gaming experiences.




    One of the primary growth drivers for the User-Generated Game Platforms market is the proliferation of accessible development tools and platforms that lower the barrier to entry for aspiring game creators. Modern engines and intuitive interfaces allow individuals with minimal programming knowledge to design and publish games, fostering a vibrant ecosystem of creativity and innovation. Platforms such as Roblox, Minecraft, and Fortnite Creative have demonstrated the power of community-driven content, enabling millions of users to participate in game development. This trend is further amplified by the integration of social features, real-time collaboration, and cloud-based asset libraries, which streamline the process of building and sharing games. As more users seek personalized and interactive experiences, the demand for user-generated content is expected to surge, fueling market expansion.




    Another significant factor contributing to market growth is the increasing integration of monetization opportunities within user-generated game platforms. These platforms offer various revenue models, including in-game purchases, advertising, and subscription services, allowing creators to earn income from their contributions. This economic incentive has led to the rise of a new generation of independent developers and content creators, who are leveraging these platforms to reach global audiences and generate sustainable revenue streams. The emergence of virtual economies, supported by robust payment and reward systems, has further enhanced the appeal of user-generated game environments. As the gaming community continues to embrace these opportunities, platform providers are investing in advanced analytics, security features, and community management tools to ensure a safe and rewarding experience for both creators and players.




    The ongoing digital transformation across various sectors, including education, entertainment, and enterprise, is also playing a pivotal role in the growth of the User-Generated Game Platforms market. Educational institutions are increasingly adopting these platforms to facilitate interactive learning and gamified training modules, while enterprises are leveraging them for team-building exercises and virtual events. The versatility and scalability of user-generated game platforms make them suitable for a wide range of applications beyond traditional gaming, expanding their addressable market. Furthermore, the rise of mobile gaming and cross-platform compatibility is enabling users to access and contribute to these platforms from any device, enhancing convenience and engagement.




    Regionally, the market is witnessing robust growth in Asia Pacific, North America, and Europe, driven by high internet penetration, widespread smartphone adoption, and a strong culture of digital content creation. Asia Pacific, in particular, is emerging as a key growth engine, supported by a large and youthful population, government initiatives to promote digital literacy, and the rapid expansion of the gaming industry. North America remains a major hub for innovation, with leading platform providers and a thriving community of creators. Europe is also experiencing steady growth, driven by increasing investments in digital infrastructure and a strong focus on creative industries. As these regions continue to invest in digital transformation and user engagement, the global User-Generated Game Platforms market is poised for sustained expansion over the forecast period.



    As the user-generated game platforms market continues to evolve, the role of a Secondary Platform becomes increasingly significant. These platforms serve as complementary ecosystems that suppo

  8. D

    Game Skinsplace Market Research Report 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Sep 30, 2025
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    Dataintelo (2025). Game Skinsplace Market Research Report 2033 [Dataset]. https://dataintelo.com/report/game-skinsplace-market
    Explore at:
    pptx, csv, pdfAvailable download formats
    Dataset updated
    Sep 30, 2025
    Dataset authored and provided by
    Dataintelo
    License

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

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Game Skinsplace Market Outlook



    According to our latest research, the global Game Skinsplace market size reached USD 8.1 billion in 2024 and is expected to grow at a robust CAGR of 13.5% during the forecast period, reaching a projected value of USD 25.1 billion by 2033. This impressive growth is primarily driven by the increasing popularity of online multiplayer games, the rise of esports, and the growing trend of in-game customization among gamers worldwide. The surge in demand for digital assets, especially cosmetic enhancements such as weapon skins, character skins, and vehicle skins, continues to fuel market expansion as per the latest research findings.




    One of the primary growth factors for the Game Skinsplace market is the escalating engagement in online gaming communities, where personalization and unique player identities have become central to the gaming experience. With the advent of advanced graphic engines and immersive gameplay, players are increasingly seeking ways to differentiate themselves through in-game cosmetic items. This personalization trend is especially pronounced in popular titles such as Counter-Strike: Global Offensive, Fortnite, and PUBG, where skins have evolved into status symbols and a means of self-expression. The thriving esports ecosystem further amplifies this demand, as professional gamers and streamers showcase exclusive skins to millions of viewers, creating aspirational value and driving up the market for rare and limited-edition items.




    Another significant driver is the integration of blockchain technology and NFTs (Non-Fungible Tokens) within the Game Skinsplace market. Blockchain provides enhanced transparency, security, and verifiability for digital assets, addressing longstanding concerns about fraud and duplication. NFT-based skins have introduced a new paradigm of true ownership, allowing gamers to trade, sell, and authenticate their digital items seamlessly across platforms. This technological advancement has attracted both gamers and collectors, broadening the market’s demographic reach. Additionally, game developers and publishers are increasingly monetizing skins through microtransactions, battle passes, and seasonal events, generating recurring revenue streams and incentivizing continuous player engagement.




    The proliferation of mobile gaming and cross-platform compatibility is also contributing to the rapid expansion of the Game Skinsplace market. As mobile devices become more powerful and accessible, a larger audience is participating in gaming, particularly in emerging markets such as Southeast Asia and Latin America. Mobile titles like Free Fire and Call of Duty: Mobile have successfully implemented skin marketplaces, democratizing access to digital assets. Furthermore, the rise of social gaming and the integration of skins into social media platforms have created new avenues for market growth, as players seek to showcase their unique items beyond the confines of the game itself.




    From a regional perspective, Asia Pacific dominates the Game Skinsplace market, accounting for the largest revenue share in 2024, followed closely by North America and Europe. The high concentration of gamers in countries such as China, South Korea, and Japan, coupled with a vibrant esports culture, has positioned Asia Pacific at the forefront of market growth. North America remains a key market, driven by technological innovation, high disposable income, and a strong presence of leading game developers. Europe is witnessing steady growth, fueled by the increasing adoption of digital gaming and supportive regulatory frameworks. Meanwhile, Latin America and the Middle East & Africa are emerging as promising markets, supported by improving internet infrastructure and a growing base of young, tech-savvy gamers.



    Product Type Analysis



    The Game Skinsplace market by product type is segmented into Weapon Skins, Character Skins, Vehicle Skins, and Others, each contributing uniquely to the overall market dynamics. Weapon skins remain the most popular segment, accounting for the largest share of the market in 2024. This dominance is attributed to the prevalence of first-person shooter (FPS) and battle royale games, where weapon customization is a core aspect of gameplay. Players are willing to invest significant amounts in acquiring rare and visually appealing weapon skins, which often become symbols of status and skill within gaming communities. The trading and re

  9. Computer Game Publishing in the UK - Market Research Report (2015-2030)

    • ibisworld.com
    Updated Oct 15, 2024
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    IBISWorld (2024). Computer Game Publishing in the UK - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/united-kingdom/market-research-reports/computer-game-publishing-industry/
    Explore at:
    Dataset updated
    Oct 15, 2024
    Dataset authored and provided by
    IBISWorld
    License

    https://www.ibisworld.com/about/termsofuse/https://www.ibisworld.com/about/termsofuse/

    Time period covered
    2014 - 2029
    Area covered
    United Kingdom
    Description

    Games published for the major game consoles are the biggest source of revenue in the Computer Game Publishing industry. However, social games played online and on mobile phones are becoming more significant. Video games are played by all age groups and demographics, offering publishers a wide potential market. Mobile phone gaming has made games more accessible for people who would otherwise not be inclined to buy console or PC games. User-friendly devices are encouraging older generations to play games. Industry revenue is estimated to climb at a compound annual rate of 1.9% over the five years through 2024-25 to reach £1.1 billion. Each new generation of consoles typically results in cyclical sales growth as consumers upgrade to the newest machines and games. The industry was unaffected by the pandemic and was supported by the release of the next generation of consoles, the PlayStation 5 and the Xbox Series X, launched in November 2020. The ninth generation of consoles has boosted the industry tremendously, with regular successful games published each year since its launch. Another development that emerged was the innovative gaming model introduced by the free-to-play game Fortnite, which reaped substantial returns through in-game purchases. Publishers also capitalised on selling additional content like maps and missions to gamers for a fee, further expanding their revenue streams. Revenue is forecast to jump by 0.9% in 2024-25. The average industry profit margin is expected to remain unchanged. Game sales are likely to flourish as consumers respond to games released on the latest generation of consoles and users continue to make the move to the latest consoles. Industry revenue is expected to grow at a compound annual rate of 1.9% to reach £1.2 billion in 2029-30. The industry is likely to rely more on microtransactions and freemium models to drive revenue, while also exploring the potential of the burgeoning mobile game market. Some publishers may pivot to iconic titles to gain a competitive edge, indicating that the industry may become more comparable to the film sector and have greater cross-franchising and product licensing.

  10. O

    Online Multiplayer Third-person Action Game Report

    • marketresearchforecast.com
    doc, pdf, ppt
    Updated Mar 18, 2025
    + more versions
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    Market Research Forecast (2025). Online Multiplayer Third-person Action Game Report [Dataset]. https://www.marketresearchforecast.com/reports/online-multiplayer-third-person-action-game-39369
    Explore at:
    doc, ppt, pdfAvailable download formats
    Dataset updated
    Mar 18, 2025
    Dataset authored and provided by
    Market Research Forecast
    License

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

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

    The online multiplayer third-person action game market is a dynamic and rapidly expanding sector of the gaming industry. Driven by advancements in technology, increasing internet penetration, and the growing popularity of esports, this market is experiencing significant growth. While precise figures for market size and CAGR are not provided, based on industry trends and the success of prominent titles within this genre (e.g., Grand Theft Auto Online, Red Dead Online, Fortnite), a reasonable estimation would place the 2025 market size at approximately $15 billion USD. Considering the consistent innovation in gameplay mechanics, enhanced graphics, and the expansion into new platforms (e.g., cloud gaming), a conservative Compound Annual Growth Rate (CAGR) of 12% for the period 2025-2033 is plausible. This growth is fueled by several key drivers, including the rising demand for immersive and interactive gaming experiences, the increasing adoption of subscription-based models, and the ever-evolving competitive landscape of esports. The market is segmented by game type (Client Game, Mobile Game) and player demographics (Under 18, 18-35, Above 35). Geographic segmentation reveals strong market presence in North America and Europe, with Asia Pacific also demonstrating significant growth potential driven by expanding internet access and a burgeoning gaming community. However, potential restraints include the high development costs associated with AAA titles and the increasing competition among established and emerging game developers. The success of key players such as Rockstar North, Naughty Dog, and others listed highlights the importance of high-quality game development and compelling online features. The ability to foster a strong community and consistently update content are vital for sustained success in this competitive landscape. Future market trends point towards increasing integration of virtual reality (VR) and augmented reality (AR) technologies, along with the expansion into the metaverse, further boosting growth and immersion. The continued evolution of multiplayer features, including cross-platform play and enhanced social interactions, will be crucial for maintaining player engagement and attracting new players. Regional variations in market penetration will continue to be influenced by factors such as economic growth, internet infrastructure, and cultural preferences.

  11. A

    Africa Gaming Market Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Jan 14, 2025
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    Data Insights Market (2025). Africa Gaming Market Report [Dataset]. https://www.datainsightsmarket.com/reports/africa-gaming-market-12729
    Explore at:
    ppt, pdf, docAvailable download formats
    Dataset updated
    Jan 14, 2025
    Dataset authored and provided by
    Data Insights Market
    License

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

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

    The size of the Africa Gaming market was valued at USD XXX Million in 2023 and is projected to reach USD XXX Million by 2032, with an expected CAGR of 11.62% during the forecast period. Recent developments include: November 2022: rain, South Africa's 4G and 5G data network operator, stated the signing of a partnership agreement with NVIDIA to bring high-performance cloud gaming to South Africa with GeForce NOW, NVIDIA's premium cloud gaming service, which seamlessly streams PC games from the world's most potent GeForce-powered servers in the cloud at ultra-low latency. This partnership will allow millions of South African users to get the best gaming experience and access the top gaming titles and a streaming library of over 1400 games like A Plague's Tale: Requiem and Cyberpunk 2077 with over one hundred free-to-play titles like Fortnite and Genshin Impact., November 2022: Yandex makes its way to the Middle East and North Africa region, presenting a new service - Yandex Games: a launchpad for game-makers and a catalog of brand new HTML5 games. The platform is mainly available for creators and game developers in the MENA region, providing them with an excellent opportunity to monetize and share their game projects. The platform holds more than 10 thousand games in 70 different languages. The set of games offers more than 30 genres, including action games, puzzles, races, and games for two.. Key drivers for this market are: Growth in Young Population, Improvement in Technology and Internet Network Access. Potential restraints include: Issues such as Piracy, Laws and Regulations, and Concerns Relating to Fraud During Gaming Transactions. Notable trends are: Improvement in Technology and Internet Network Access.

  12. G

    Cross-Play Services Market Research Report 2033

    • growthmarketreports.com
    csv, pdf, pptx
    Updated Aug 23, 2025
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    Growth Market Reports (2025). Cross-Play Services Market Research Report 2033 [Dataset]. https://growthmarketreports.com/report/cross-play-services-market
    Explore at:
    pptx, pdf, csvAvailable download formats
    Dataset updated
    Aug 23, 2025
    Dataset authored and provided by
    Growth Market Reports
    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Cross-Play Services Market Outlook



    According to our latest research, the global Cross-Play Services market size reached USD 1.87 billion in 2024, and is anticipated to grow at a robust CAGR of 19.3% during the forecast period, reaching a projected value of USD 8.77 billion by 2033. This remarkable growth is driven by the increasing demand for seamless multiplayer experiences across diverse gaming platforms, as well as the proliferation of digital gaming communities that prioritize connectivity and interoperability. As the gaming ecosystem evolves, cross-play functionality has become a pivotal feature, enabling gamers to engage with friends and competitors regardless of their chosen hardware, thereby reshaping the landscape of online gaming and digital entertainment.




    One of the primary growth factors fueling the Cross-Play Services market is the surging adoption of multiplayer online games that leverage cross-platform capabilities. Game developers and publishers are increasingly prioritizing cross-play integration to enhance player engagement, retention, and satisfaction, as modern gamers demand the flexibility to interact and compete with users on different devices. The growing popularity of titles such as Fortnite, Call of Duty, Rocket League, and Minecraft, all of which offer robust cross-play features, has set a new industry standard, compelling other developers to follow suit. This trend is further amplified by the rise of esports and competitive gaming, where cross-play functionality not only expands the player base but also fosters a more inclusive and competitive environment, ultimately driving market expansion.




    Another significant driver is the technological advancements in cloud gaming and networking infrastructure, which have made cross-play services more accessible and reliable. The proliferation of high-speed internet, the advent of 5G connectivity, and the evolution of cloud-based gaming platforms have collectively eliminated many of the technical barriers that previously hindered cross-platform interoperability. These advancements enable real-time synchronization, low-latency gameplay, and seamless matchmaking across consoles, PCs, and mobile devices. As a result, both established and emerging markets are witnessing increased investment in cross-play solutions, with service providers and technology vendors collaborating to deliver scalable, secure, and high-performance cross-play ecosystems.




    The market is also experiencing growth due to shifting consumer preferences and the increasing importance of social connectivity in gaming. Today’s gamers, particularly Gen Z and millennials, value community-driven experiences and are more likely to engage with games that support cross-platform play. Social gaming features, such as integrated chat, friend lists, and cross-platform leaderboards, have become essential components of modern games, driving demand for comprehensive cross-play services. Additionally, the educational and collaborative potential of cross-play is being recognized in sectors beyond entertainment, such as educational gaming and virtual learning environments, further broadening the market’s application scope and growth potential.




    Regionally, North America and Europe currently dominate the Cross-Play Services market, owing to their advanced gaming infrastructure, high penetration of gaming consoles and PCs, and a large base of tech-savvy consumers. However, the Asia Pacific region is rapidly emerging as a key growth engine, driven by the expanding mobile gaming market, increased internet accessibility, and rising investments in digital entertainment. Latin America and the Middle East & Africa are also witnessing steady growth, supported by improving digital infrastructure and a growing population of online gamers. As cross-play services continue to gain traction globally, regional players are expected to play a significant role in shaping the future landscape of the market.





    Component Analysis



    The Component

  13. PUBG peak concurrent player number on Steam 2025

    • statista.com
    Updated Aug 6, 2025
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    Statista (2025). PUBG peak concurrent player number on Steam 2025 [Dataset]. https://www.statista.com/statistics/755111/pubg-number-players/
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    Dataset updated
    Aug 6, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 2017 - Jul 2025
    Area covered
    Worldwide
    Description

    First released at the start of 2017, PUBG: Battlegrounds (previously known as PlayerUnknown's Battlegrounds) is one of the most popular games on Steam and had 944,484 peak concurrent players in the last recorded month, July 2025. The highest number of concurrent players was recorded in January 2018 at 3.24 million. One of the biggest games on Steam PUBG gained a devoted legion of fans in a short space of time after its release, and cumulative unit sales of the game hit 75 million in December 2021. The game has also been critically acclaimed — it won the Best Multiplayer Game at The Game Awards in 2017 and its free-to-play mobile version for Android and iOS, released in 2018, was nominated for Best Mobile Game at The 2018 Game Awards. This critical success has also translated into commercial success, as the game generated millions of U.S. dollars of revenue, most successfully in the United States. On January 12, 2022, the game has become free to play. Battle of the Battle Royale games PlayerUnknown’s Battlegrounds is an online battle royale game in which up to 100 hundred players battle it out until there is only one player or one team left standing. This format of game has become very popular in recent years. While PUBG has a strong following, especially on Steam, it has come under pressure from rival battle royale game Fortnite. First released just several months after PUBG, Fortnite has since become a cultural phenomenon, amassing 500 million registered users in just six years. As of 2025, both PUB and Fortnite are still going strong with their loyal audiences.

  14. Online gaming among children in the United Kingdom (UK) 2015-2024, by age

    • statista.com
    Updated Nov 27, 2025
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    Statista (2025). Online gaming among children in the United Kingdom (UK) 2015-2024, by age [Dataset]. https://www.statista.com/statistics/274427/online-gaming-among-children-in-the-uk-by-age-group/
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    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United Kingdom
    Description

    A 2024 survey found that ** percent of children in the United Kingdom aged 13 to 15 years played online games such as Fortnite or Minecraft. Online gaming among children has been increasing in popularity over the recent years and made a huge jump during the COVID-19 pandemic.

  15. Apex Legends player count 2019-2024

    • statista.com
    Updated Sep 15, 2024
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    Statista (2024). Apex Legends player count 2019-2024 [Dataset]. https://www.statista.com/statistics/980430/apex-legends-players/
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    Dataset updated
    Sep 15, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Feb 2019 - Sep 2024
    Area covered
    Worldwide
    Description

    Apex Legends became an instant hit on its release in February 2019. Despite the growth in players slowing down in the months after the game's initial release, Apex Legends crossed 170 million players life-to-date as of October 2024. Apex Legends popular among eSports fans Apex Legends is a battle royale game which pits up to 20 three-person squads against each other in a fight to the death an island. While the game evidently has millions of devoted players, many more experience the game through some of their favorite eSports players. The Respawn Entertainment game is consistently one of the top games streamed on Twitch, with Apex Legends viewers watching in their thousands to see teams battle it out. In June 2024, approximately 7 million hours of Apex Legends were watched on major livestreaming platorms worldwide, making it one of the most popular games on Twitch and illustrating its appeal to both players and viewers alike. The rise of battle royale Battle royale games often include hundreds of players competing against each other at one time and this large-scale game mode has become increasingly popular in recent years thanks to the success of games such as Fortnite and PlayerUnknown's Battlegrounds (PUBG). While many of the games are free to play, players can invest money on in-game purchases, which include upgrades to characters and players. Indeed, player spending in battle royale games often runs into the thousands and spending on PUBG Mobile even surpassed the 1.6 billion U.S. dollar mark in September 2020.

  16. Favorite entertainment brands among women aged 12-26 in the U.S. 2025

    • statista.com
    Updated Nov 29, 2025
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    Statista (2025). Favorite entertainment brands among women aged 12-26 in the U.S. 2025 [Dataset]. https://www.statista.com/statistics/1287613/favorite-entertainment-brands-women-15-25-usa/
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    Dataset updated
    Nov 29, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    A survey among women aged 12 to 26 in the United States published in May 2025 found that Fortnite was their favorite entertainment brand, named by **** percent of respondents from this demographic. Marvel ranked second, followed by Rick and Morty. ***** out of the highest-ranking brands among young women were video games.

  17. Active streamers on Twitch worldwide 2025

    • statista.com
    • abripper.com
    Updated Nov 27, 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
    Nov 27, 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.

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

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Statista (2025). Fortnite player count 2017-2023 [Dataset]. https://www.statista.com/statistics/746230/fortnite-players/
Organization logo

Fortnite player count 2017-2023

Explore at:
42 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
Aug 2017 - Nov 2023
Area covered
Worldwide
Description

How many people play Fortnite? After bursting onto the scene in 2017, Fortnite has since become a worldwide phenomenon, amassing 650 million players across the globe as of November 2023, up from 400 million in May 2021. Why is Fortnite so popular? The reasons Fortnite has become such a global hit are clear. Not only is the game free to play, but it is also available on most gaming platforms. On top of this, Fortnite's most popular gameplay mode is the battle royale mode, in which up to 100 players fight it at once. This means that the re-playability of the game is infinite – each game is unique. Keeping players engaged with live services Fortnite Battle Royale is also a live service game, meaning that the game receives regular content updates to keep players engaged. Each season of the game roughly lasts 10 weeks and features events such as online concerts, and cosmetic changes. The game’s current iteration is called "鬼HUNTERS (Demon HUNTERS)" with a theme around yōkai, hunters and Japanese culture. Live service games are here to stay By offering cross-platform, multiplayer gaming with a live service schedule, Fortnite covers two of the biggest gaming industry trends, which the majority of the industry intend to follow. A 2023 of global gaming studios found that more than nine in ten studios were either working on or intending to release a live services title. With regular, cadenced, and themed updates to free-to-play games, studios motivate players to keep returning and, eventually, spend not only time but also money on the game. This seems to work for the parent company Epic Games – Fortnite was one of the most downloaded PlayStation F2P game in the EU and North America in 2024.

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