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TwitterThe revenue in the 'Games' segment of the media market in the United States was modeled to amount to ************* U.S. dollars in 2024. Following a continuous upward trend, the revenue has risen by ************* U.S. dollars since 2017. Between 2024 and 2030, the revenue will rise by ************* U.S. dollars, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Games.
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TwitterThis dataset contains a list of video games with sales greater than 100,000 copies. It was generated by a scrape of vgchartz.com.
Fields include
Rank - Ranking of overall sales
Name - The games name
Platform - Platform of the games release (i.e. PC,PS4, etc.)
Year - Year of the game's release
Genre - Genre of the game
Publisher - Publisher of the game
NA_Sales - Sales in North America (in millions)
EU_Sales - Sales in Europe (in millions)
JP_Sales - Sales in Japan (in millions)
Other_Sales - Sales in the rest of the world (in millions)
Global_Sales - Total worldwide sales.
The script to scrape the data is available at https://github.com/GregorUT/vgchartzScrape. It is based on BeautifulSoup using Python. There are 16,598 records. 2 records were dropped due to incomplete information.
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TwitterThe revenue in the 'Mobile Games' segment of the media market worldwide was modeled to be ************** U.S. dollars in 2024. Between 2017 and 2024, the revenue rose by ************* U.S. dollars, though the increase followed an uneven trajectory rather than a consistent upward trend. The revenue will steadily rise by ************* U.S. dollars over the period from 2024 to 2030, reflecting a clear upward trend.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Mobile Games.
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TwitterThe revenue in the 'Mobile Games' segment of the media market in Latin America was modeled to amount to ************ U.S. dollars in 2024. Between 2017 and 2024, the revenue rose by ************ U.S. dollars, though the increase followed an uneven trajectory rather than a consistent upward trend. The revenue will steadily rise by ************* U.S. dollars over the period from 2024 to 2030, reflecting a clear upward trend.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Mobile Games.
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The elements covered in this well-curated dataset include: The ranking of the game based on global sales under the column 'Rank'. This metric provides perspective on how popular or successful a particular game has been across countries in comparison to others during its time. Noting that video games' popularity could vary greatly from one geography to another due to factors like cultural nuances, gamer preferences, etc., regional sales have been marked separately for North America (North America), Europe (Europe), Japan (Japan) as well as for other parts of the World excluding these three regions under the column 'Rest of World'.
For easy identification among massive chunks of data, we've included each game's title (Game Title) along with additional categorization based on their genre (Genre). From action-packed adventures to strategic board-like scenarios or enchanted magic realms - classifications cover it all! In addition, detailed information about publishers can be found under 'Publisher', which grants insights about leading companies dominating market shares.
Further details expand into mentioning platforms such as PS4, Xbox, PC where these games can be played under 'Platform'. A unique attribute covered in this database is ‘Review’. Given that critique ratings play an influential role in engaging new players into trying out a particular video game or boosting existing user morale regarding their choice; this numeric representation ranging typically from 1-10 vividly captures public opinion about them.
Lastly, just for keeping tabs on ever-evolving gaming technology standards where newer versions often outshine predecessors irrespective of actual gameplay quality itself; having release years mentioned ('Year') proves beneficial for categorizing them chronologically. This helps correlate whether higher sales figures can sometimes merely be indicative of more people having access to necessary high-end gaming hardware during later periods.
In essence, this dataset titled ‘Video Games Sales.csv’ holds immense potential for informative deep-dives into the Video Game industry's trends and paradigms, forming a solid foundation for market research, academic purposes or personal projects
This dataset provides extensive information about various video game titles, their sales performance across multiple regions, publisher details and game reviews. Follow the steps outlined below to make the most out of this remarkable dataset!
1. Game Research & Evaluation:
With columns such as 'Game Title', 'Genre' and 'Review', you can research on particular games or genres that interest you. You can evaluate a game based on its review scores, delving into what makes a top-rated game.
2. Publisher Analysis:
The 'Publisher' column lets you track which publishers are behind the most successful games in terms of sales and reviews. This analysis could be useful for people interested in business trends in gaming industry or trying to identify potential innovative publishers.
3. Regional Market Trend Identification:
You can use data from columns like ‘North America’, ‘Europe’, ‘Japan’ and ‘Rest of World’ to study regional market trends for certain genres or platforms; it might enable one to recognize patterns over time or cultural preferences with regard to video games.
4. Global Sales Analysis:
Using the 'Global' column, you could observe which games have been globally successful, going beyond regional preferences by genre or platform.
5. Platform Insight:
The platform on which a particular game is available is another significant factor (e.g., PC, PS4, Xbox). By utilizing the data contained in this dataset regarding platforms, one may learn how platform choice impacts global sales as well as discern any correlation between preferred platform types among specific regions.
Remember that every statistical analysis begins with knowing your data - dive deep into each variable; explore patterns within variables before looking at correlations between different fields.
Don't forget - when engaged with comprehensive datasets like these - creativity is your only limit! Happy analyzing!
- Trend Analysis: This dataset can be used to analyze the trends in video game preferences over the years based on genre, publisher, platform and region. It can provide interesting insights into how consumer tastes have evolved with time and which game genres are becoming more popular.
- Sales Forecasting: U...
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TwitterIn 2024, the revenue change in the 'Mobile Games' segment of the media market worldwide was modeled to amount to *** percent. Between 2018 and 2024, the figure dropped by ***** percentage points, though the decline followed an uneven course rather than a steady trajectory. The revenue change is forecast to decline by **** percentage points from 2024 to 2030, fluctuating as it trends downward.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Mobile Games.
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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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TwitterA Video Games Sale and Download Dataset contains data on video game sales, downloads, and user engagement across platforms. It includes details such as game title, genre, platform, release date, total sales (physical & digital), regional distribution, revenue, ratings, and in-game purchases. The dataset helps analyze market trends, player behavior, and sales performance, making it valuable for developers, publishers, and analysts in the gaming industry.
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TwitterIn July 2025, the retail gaming revenue in the United States amounted to **** billion U.S. dollars. When examining specific segment revenues, accessories were the lowest-performing segment at retail overall, while video gaming content accounted for the majority of consumer spending. Video game spending habits in the United States More than four in ten U.S. gamers across all platforms were willing to spend a maximum of ** to ** U.S. dollars on a video game. A November 2022 survey found that more than four in ten PC and console gamers stated so, while over three in ten mobile-only gamers said they only played free games. Console gamers were most comfortable spending money on their hobby at this price point. In 2023, total U.S. consumer spending on video game content amounted to **** billion U.S. dollars, a one percent increase from **** billion U.S. dollars in the preceding year. Game releases are planned around the holiday season What is very specific to the industry at large is that the highest monthly revenues occur around the holiday season in November and December of each year. The entire market revolves around maximizing sales during the season, and most new game releases of high-budget, high-profile titles (so-called AAA games) are planned shortly before the winter holidays. Many of these annual blockbuster releases see releases from late Q3 onwards: EA Sports FC usually releases in late September, and new games in Activision Blizzard’s Call of Duty series are launched between late October and early November.For the holiday season 2023, blockbusters Baldur’s Gate 3 and Starfield had already started the season of major video game releases. Other AAA titles that are also taking advantage of the Christmas shopping release window are the Cyberpunk 2077: Phantom Liberty DLC, Assassin’s Creed Mirage, Marvel's Spider-Man 2 as well as the Nintendo Switch release of Hogwarts Legacy and the PS5 port of mobile gaming title Honkai Star Rail by Genshin Impact publisher MiHoYo.
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The Video Game Sales and Ratings Dataset is a comprehensive collection of data points concerning the video game industry. Predominantly prepared with the intent of facilitating data-driven decision making, this dataset serves as an essential tool for game developers, publishers, critics and researchers interested in examining trends and patterns within this burgeoning domain.
Consisting of a wide gamut of variables such as platform availability, genre classification, publishing entities involved, developers responsible for creating the games to understanding their global reach through sales figures across various regions including North America (NA_Sales), Europe (EU_Sales), Japan (JP_Sales) and even other diverse regions consolidated under 'Other_Sales'- this dataset offers an in-depth exploration into the intricacies inherent in video gaming business dynamics.
Furthermore, since it includes both critic reviews and user ratings along with associated count metrics that denote how many individuals voiced their opinion via these ratings; it not only lends performance transparency but also ensures broad inclusivity to make assessment more holistic. Therein lies its uniqueness: aptly capturing both market reception (sales diligence) along with perceptual quality review criteria led by expert critics and public users alike.
To facilitate a thorough understanding our array fields also cover critical detail including 'Year_of_Release', offering temporal insight into when these games arrived on market shelves around the world; how they have been categorized ('Genre'), which platforms host these games ('Platform'); who took responsibility for developing them ('Developer') & then getting them promoted or distributed to target consumer base ('Publisher').
Our 'User_Count' column offers further informed perspective about community engagement levels while inclusion of 'Rating' variable provides standards-based categorical info about age-specific content appropriateness as per internationally recognized rating agency- Entertainment Software Rating Board. With all these multifaceted components combined together in one robust dataset- rich analysis like sales forecasting, trend identification or patterns discernment among others can be most effectively accomplished.
By providing such a wealth of diverse and detailed information, this dataset opens up a world of possibilities for analysis and investigation that stretches the boundaries of what we can learn about video games- both as entertainment artifacts and as commercial entities. Overall this dataset stands to be an informative resource to better comprehend the complex dynamics shaping the globally-flourishing video game industry
This guide will provide tips on how to effectively navigate this dataset for both beginners in Data Science and researchers with more advanced skills.
Getting Started: Familiarize yourself with the general contents of the data file by checking all column descriptions. This will give you an overarching understanding of what kind of data you can find in this dataset.
Conceptual Understanding: Understand the context each column provides for every unique video game title:
Platform: Can help highlight which gaming platforms have optimal sales.
Year_of_Release: Can provide insights into gaming market trends or allow creation of timeline analysis.
Genre: Useful for analyzing popular genres or identifying niche markets.
Publisher / Developer: Monitoring these can reveal industry leaders or developers that consistently produce well-received games.
NA_Sales / EU_Sales / JP_Sales / Other_Sales / Global_Sales : These columns are instrumental in performing regional market analyses, studying performance indicators globally, or comparing regional popularity differences versus global acceptance levels.
User Scores Vs Critic Scores: These two columns might present divergent perspectives about a video-game's quality; critics might highly rate games users didn't favor & vice versa. Exploring these discrepancies could prove intriguing!
Choosing Tasks:
Exploratory Data Analysis (EDA): This could be your first step if you're starting out learning how to handle datasets; identify missing values/nulls & their impact on data analysis; extract meaningful summary statistics.
Data Visualization: Generate charts, scatter plots, heat maps etc. to encapsulate sale...
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License information was derived automatically
The Rea Games dataset provides valuable insights into the gaming industry, offering detailed data on game sales, player demographics, and user engagement. This dataset is designed for exploratory data analysis (EDA) to uncover patterns and trends within the gaming sector, helping analysts, game developers, and industry researchers better understand player behavior, revenue drivers, and popular game genres.
Dataset Overview:
Game Sales: Detailed information on sales figures for various games, allowing for revenue analysis and trend identification. Player Demographics: Data on player age, gender, and region, enabling segmentation and targeted analysis. User Engagement Metrics: Information on player engagement levels, such as playtime, frequency, and in-game purchases, providing insights into player retention and monetization strategies. Game Categories: Classification of games by genre, platform, and popularity to identify trends across different segments of the gaming market. Columns:
game_id: Unique identifier for each game in the dataset. game_title: Name of the game. genre: Game genre/category (e.g., action, adventure, simulation). platform: Platform on which the game is available (e.g., PC, console, mobile). release_date: Release date of the game. sales: Sales figures for each game, either in units or revenue. player_age: Age of the player engaging with the game. player_gender: Gender of the player (e.g., Male, Female). region: Geographic region where the game is popular or sold. playtime: Average playtime or engagement hours per player. in_game_purchases: Amount or count of in-game purchases made by players. Possible Use Cases:
Sales Trend Analysis: Track sales trends over time to identify popular games and profitable genres. Player Demographic Analysis: Segment players by age, gender, and location for targeted marketing. User Engagement Analysis: Explore player engagement metrics to improve retention and in-game purchases. Genre Popularity: Analyze which game genres are most popular across different platforms and demographics. This dataset is a valuable resource for data scientists, marketers, and game developers who want to make data-driven decisions in the gaming industry. By examining sales, demographics, and engagement metrics, users can gain insights to optimize game development, marketing strategies, and monetization efforts.
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TwitterBy Andy Bramwell [source]
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
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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 mobile entertainment industry is experiencing robust growth, projected to maintain a 15% Compound Annual Growth Rate (CAGR) from 2025 to 2033. This expansion is fueled by several key factors. The proliferation of smartphones with advanced processing power and high-resolution displays enhances the user experience, driving engagement with mobile games, video streaming, and music services. Increasing internet penetration, particularly in emerging markets, expands the potential user base significantly. Furthermore, the rise of 5G technology promises faster download speeds and lower latency, further optimizing streaming quality and reducing buffering issues, thus enriching the overall mobile entertainment experience. Innovative business models, such as in-app purchases and subscription services, contribute to strong revenue generation. Competition among established players like Amazon, Apple, Google, and Netflix, alongside innovative startups, fosters continuous improvement and the introduction of new features, keeping the industry dynamic and attractive to consumers. The market segmentation reveals a diversified landscape. Games consistently dominate the revenue share, owing to their broad appeal and diverse genres. Video streaming is rapidly gaining ground, fueled by the increasing popularity of on-demand content and the rise of mobile-first video platforms. Music streaming, while a mature market segment, continues to see growth, propelled by the introduction of new features and personalized recommendations. The operating system distribution is heavily skewed towards iOS and Android, reflecting the dominance of these platforms in the smartphone market. However, other operating systems represent a niche market with potential for future growth. Regional analysis suggests that North America and Europe currently hold significant market shares, but the Asia-Pacific region is predicted to experience the most rapid growth due to its expanding middle class and increasing smartphone penetration. This dynamic interplay of technological advancements, consumer behavior, and competitive pressures ensures the continued expansion of the mobile entertainment market. Recent developments include: September 2021 - In Kenya, Netflix is releasing a new free Android mobile plan that will allow users to watch a limited selection of its repertoire, including full seasons of certain shows. The Netflix mobile plan for Android allows users to join up without having to submit any financial information., August 2021- Netflix began testing its games inside their android app for their members in Poland. The paying subscribers will try out two games, "Stranger Things: 1984" and "Stranger Things 3"., July 2021- Gamestacy announced its partnership with Beamable to launch Influenzer, a unique social, Multiplayer mobile game. This soft launch is anticipated to usher new options for gender-specific games in the rapidly growing mobile games market., May 2021- NetEase announced the launch of new games for their diverse portfolio of mobile as well as a personal computer and also contained updates for over 60 products at its Seventh Annual Product Launch.. Key drivers for this market are: Growing penetration of smartphones across the globe, Growth in mobile network accessibility in recent years such as 4G and 5G. Potential restraints include: Growing penetration of smartphones across the globe, Growth in mobile network accessibility in recent years such as 4G and 5G. Notable trends are: Increasing Adoption of Subscription video-on-demand (SVOD).
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Video game statistics: The world of video games has exploded far beyond a niche hobby. It has established itself as a dominant global entertainment and cultural phenomenon. This continues to break economic and tech boundaries.
I’d like to discuss more about the extensive, data-driven analysis that dives deep into the information that changes the video game industry, from its origins to its projected future, showcasing its immense global reach and profound financial impact. Let’s discuss further.
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TwitterThe revenue in the 'Mobile Games' segment of the media market in Asia was modeled to be ************* U.S. dollars in 2024. Between 2017 and 2024, the revenue rose by ************* U.S. dollars, though the increase followed an uneven trajectory rather than a consistent upward trend. The revenue will steadily rise by ************* U.S. dollars over the period from 2024 to 2030, reflecting a clear upward trend.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Mobile Games.
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TwitterThe revenue in the 'Mobile Games' segment of the media market in the United States was modeled to amount to ************ U.S. dollars in 2024. Between 2017 and 2024, the revenue rose by ************* U.S. dollars, though the increase followed an uneven trajectory rather than a consistent upward trend. The revenue will steadily rise by ************* U.S. dollars over the period from 2024 to 2030, reflecting a clear upward trend.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Mobile Games.
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TwitterIn 2024, the revenue change in the 'Games' segment of the media market in the United Kingdom was modeled to amount to ***** percent. Between 2018 and 2024, the figure dropped by **** percentage points, though the decline followed an uneven course rather than a steady trajectory. The forecast shows the revenue change will steadily decline by **** percentage points from 2024 to 2030.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Games.
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TwitterThe revenue in the 'Mobile Games' segment of the media market in Turkey was modeled to amount to ************** U.S. dollars in 2024. Between 2017 and 2024, the revenue rose by ************* U.S. dollars, though the increase followed an uneven trajectory rather than a consistent upward trend. The revenue will steadily rise by ************* U.S. dollars over the period from 2024 to 2030, reflecting a clear upward trend.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Mobile Games.
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TwitterThe revenue in the 'Games' segment of the media market worldwide was modeled to stand at ************** U.S. dollars in 2024. Between 2017 and 2024, the revenue rose by ************* U.S. dollars, though the increase followed an uneven trajectory rather than a consistent upward trend. The revenue will steadily rise by ************** U.S. dollars over the period from 2024 to 2030, reflecting a clear upward trend.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Games.
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TwitterThe revenue in the 'Games' segment of the media market in Sweden was modeled to be *********** U.S. dollars in 2024. Between 2017 and 2024, the revenue rose by ************ U.S. dollars, though the increase followed an uneven trajectory rather than a consistent upward trend. The revenue will steadily rise by *********** U.S. dollars over the period from 2024 to 2030, reflecting a clear upward trend.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Games.
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TwitterThe revenue in the 'Games' segment of the media market in the United States was modeled to amount to ************* U.S. dollars in 2024. Following a continuous upward trend, the revenue has risen by ************* U.S. dollars since 2017. Between 2024 and 2030, the revenue will rise by ************* U.S. dollars, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Games.