Facebook
TwitterDuring a February 2025 survey, it was found that 75 percent of video gamers in the United States were White. Additionally, 20 percent of responding gamers identified as Hispanic.
Facebook
TwitterGame developers are responsible for creating the next big hit in the video game world and producing hours of entertainment for gamers across the globe. During a 2021 survey, 75 percent of responding game developers stated that they were White, while only nine percent of respondents reported to being Hispanic.
Facebook
TwitterA December 2023 survey found that 28 percent of Hispanic adults in the United States spent one to five hours per week playing video games. About 26 percent of White adults did the same. A further 20 percent of Hispanic adults spent six to ten hours on video gaming in an average week.
Facebook
TwitterAccording to a survey between September and October 2023, more than eight in ten teens in the United States played video games. A total of 87 percent of Black teens reported to playing video games, while only 83 percent of Hispanic teens stated the same.
Facebook
TwitterIn 2025, women accounted for 47 percent of gamers in the United States, up from 46 percent of U.S. gamers identifying as women during the previous year.
What percentage gamers are female? Almost half of gaming audiences in the United States are female. This development has been ongoing for years, and whereas women are under-represented in games media and the industry, they make up a sizable chunk of gamers and spending power. There are some differences in terms of genre preferences but as a whole, female gaming audiences in the United States are just as engaged as their male counterparts.
Facebook
TwitterIncludes 24 hour recall data that children were instructed to fill-out describing the previous day’s activities at baseline, weeks 2 and 4 of the intervention, after the intervention (6 weeks), and after washout (10 weeks). Includes accelerometer data using an ActiGraph to assess usual physical and sedentary activity at baseline, 6 weeks, and 10 weeks. Includes demographic data such as weight, height, gender, race, ethnicity, and birth year. Includes relative reinforcing value data showing how children rated how much they would want to perform both physical and sedentary activities on a scale of 1-10 at baseline, week 6, and week 10. Includes questionnaire data regarding exercise self-efficacy using the Children’s Self-Perceptions of Adequacy in and Predilection of Physical Activity Scale (CSAPPA), motivation for physical activity using the Behavioral Regulations in Exercise Questionnaire, 2nd edition (BREQ-2), motivation for active video games using modified questions from the BREQ-2 so that the question refers to motivation towards active video games rather than physical activity, motivation for sedentary video games using modified questions from the BREQ-2 so that the question refers to motivation towards sedentary video games behavior rather than physical activity, and physical activity-related parenting behaviors using The Activity Support Scale for Multiple Groups (ACTS-MG). Resources in this dataset:Resource Title: 24 Hour Recall Data. File Name: 24 hour recalldata.xlsxResource Description: Children were instructed to fill out questions describing the previous day's activities at baseline, week 2, and week 4 of the intervention, after the intervention (6 weeks), and after washout (10 weeks).Resource Title: Actigraph activity data. File Name: actigraph activity data.xlsxResource Description: Accelerometer data using an ActiGraph to assess usual physical and sedentary activity at baseline, 6 weeks, and 10 weeks.Resource Title: Liking Data. File Name: liking data.xlsxResource Description: Relative reinforcing value data showing how children rated how much they would want to perform both physical and sedentary activities on a scale of 1-10 at baseline, week 6, and week 10.Resource Title: Demographics. File Name: Demographics (Birthdate-Year).xlsxResource Description: Includes demographic data such as weight, height, gender, race, ethnicity, and year of birth.Resource Title: Questionnaires. File Name: questionnaires.xlsxResource Description: Questionnaire data regarding exercise self-efficacy using the Children's Self-Perceptions of Adequacy in and Predilection of Physical Activity Scale (CSAPPA), motivation for physical activity using the Behavioral Regulations in Exercise Questionnaire, 2nd edition (BREQ-2), motivation for active video games using modified questions from the BREQ-2 so that the question refers to motivation towards active video games rather than physical activity, motivation for sedentary video games using modified questions from the BREQ-2 so that the question refers to motivation towards sedentary video games behavior rather than physical activity, and physical activity-related parenting behaviors using The Activity Support Scale for Multiple Groups (ACTS-MG).
Facebook
TwitterAn online survey conducted in April 2024 revealed that the majority of digital gamers in the analyzed Latin American countries identified themselves as white. In Argentina, these respondents comprised nearly **% of the gaming audience, while in Peru, they comprised less than **% of the audience. Gamers who identified themselves as brown made up the second-largest group of respondents in the chosen countries. With **** percent of all respondents, they constituted the largest group in Mexico.
Facebook
TwitterAttribution-NonCommercial-ShareAlike 4.0 (CC BY-NC-SA 4.0)https://creativecommons.org/licenses/by-nc-sa/4.0/
License information was derived automatically
Settlers of Catan is a multiplayer board game that pits players against each other in a race to settle an uninhabited island. The game is played with dice, and players must use the resources they gather to build houses, roads, and settlements. The first player to 10 points wins the game.
This dataset contains information on 50 4-player games of Settlers of Catan played on playcatan.com. Data points recorded include starting position choices, distribution of dice rolls, and how each player spent the resources they acquired. With this data, we can analyze player strategies and see what factors lead to success in the game
To get started, take a look at the player data in the gameNum column. This column includes information on each player's game number, name, and points earned during the course of the game. You can use this data to compare different players' strategies and see how they influenced the outcome of the game.
Next, take a look at the dice roll data in the 2 through 12 columns. This data shows you what number was rolled on each turn and how many times each number was rolled overall. You can use this data to see which numbers were most common and which were least common during the course of the game.
Finally, take a look at the resource data in the settlement1 through totalAvailable columns. This data shows you what resources each player had available to them during the game and how they used those resources to build settlements and earn points. You can use this data to compare different players' resource management strategies and see how they influenced the outcome of their games
- Finding out which starting positions are the most favorable
- Analyzing which numbers are rolled most frequently, and whether this changes based on player position/number of settlements
- Comparative analysis of different resource-management strategies
License
License: Attribution-NonCommercial-ShareAlike 4.0 International (CC BY-NC-SA 4.0) - You are free to: - Share - copy and redistribute the material in any medium or format for non-commercial purposes only. - Adapt - remix, transform, and build upon the material for non-commercial purposes only. - You must: - Give appropriate credit - Provide a link to the license, and indicate if changes were made. - ShareAlike - You must distribute your contributions under the same license as the original. - You may not: - Use the material for commercial purposes.
File: my-settlers-of-catan-games-catanstats.csv | Column name | Description | |:--------------------|:------------------------------------| | gameNum | The number of the game. (Numeric) | | player | The player. (Numeric) | | points | The player's points. (Numeric) | | 2 | The number of 2s rolled. (Numeric) | | 3 | The number of 3s rolled. (Numeric) | | 4 | The number of 4s rolled. (Numeric) | | 5 | The number of 5s rolled. (Numeric) | | 6 | The number of 6s rolled. (Numeric) | | 7 | The number of 7s rolled. (Numeric) | | 8 | The number of 8s rolled. (Numeric) | | 9 | The number of 9s rolled. (Numeric) | | 10 | The number of 10s rolled. (Numeric) | | 11 | The number of 11s rolled. (Numeric) | | 12 | The number of 12s rolled. (Numeric) | | settlement1 | The first settlement. (Numeric) | | settlement2 | The second settlement. (Numeric) | | production | The production. (Numeric) | | tradeGain | The trade gain. (Numeric) | | robberCardsGain | The robber cards gain. (Numeric) | | totalGain | The total gain. (Numeric) | | tradeLoss | The trade loss. (Numeric) | | robberCardsLoss | The robber cards loss. (Numeric) | | tribute | The tribute. (Numeric) | | totalLoss | The total loss. (Numeric) | | totalAvailable | The total available. (Numeric) |
Facebook
TwitterComprehensive YouTube channel statistics for Crazy Marble Race, featuring 241,000 subscribers and 101,019,371 total views. This dataset includes detailed performance metrics such as subscriber growth, video views, engagement rates, and estimated revenue. The channel operates in the Gaming category and is based in TH. Track 194 videos with daily and monthly performance data, including view counts, subscriber changes, and earnings estimates. Analyze growth trends, engagement patterns, and compare performance against similar channels in the same category.
Facebook
TwitterA December 2021 survey found that 62 percent of African American U.S. gamers interested in playing video games with immersive features. The most important elements to players for immersive games were a strong story and believable characters.
Facebook
Twitterhttps://www.archivemarketresearch.com/privacy-policyhttps://www.archivemarketresearch.com/privacy-policy
The global race cockpit accessories market is experiencing robust growth, driven by the increasing popularity of sim racing and esports. The market, currently valued at approximately $500 million in 2025, is projected to witness a Compound Annual Growth Rate (CAGR) of 15% from 2025 to 2033. This significant expansion is fueled by several key factors. Technological advancements are leading to more immersive and realistic sim racing experiences, attracting a wider range of users, from casual gamers to professional sim racers. The rising affordability of high-quality components and the increasing accessibility of online racing communities further contribute to market growth. The market segmentation reveals strong demand for triple monitor stands, providing optimal viewing angles for enhanced gaming immersion, and motion simulator platforms offering a more realistic driving sensation. Online sales channels currently dominate, indicating the growing influence of e-commerce on the industry. However, the offline retail segment is also showing promising growth, particularly through specialized gaming stores and retail partnerships. Key players like Next Level Racing, Thrustmaster, and Fanatec are driving innovation and competition, contributing to the overall market expansion. The market's future growth hinges on several factors. Continued technological innovation, such as advancements in force feedback technology and virtual reality integration, will be crucial in driving demand. Furthermore, the expansion of esports and sim racing leagues is anticipated to fuel market growth, particularly among younger demographics. However, potential restraints include the high initial investment costs associated with setting up a high-end sim racing cockpit, which could limit accessibility for some consumers. Nevertheless, the overall market outlook remains positive, with substantial growth opportunities across different regions, particularly in North America and Asia Pacific, driven by increasing disposable incomes and a growing gaming culture. The continued development of sophisticated accessories and the ongoing popularity of sim racing ensures the market's trajectory remains upward.
Facebook
Twitterhttps://www.marketresearchforecast.com/privacy-policyhttps://www.marketresearchforecast.com/privacy-policy
The global casino and gaming market is poised for robust expansion, projected to reach an impressive $XXX million in 2025, fueled by a Compound Annual Growth Rate (CAGR) of XX% throughout the forecast period of 2025-2033. This substantial growth is underpinned by several powerful drivers, most notably the increasing disposable incomes and a growing appetite for entertainment among a digitally connected global population. The proliferation of online gaming, encompassing online casino games, card rooms, and lotteries, is a significant catalyst, breaking down geographical barriers and offering unparalleled accessibility. Furthermore, the legalization and expansion of race and sports wagering in numerous regions are attracting a new demographic of enthusiasts. Technological advancements, including the integration of mobile gaming, augmented reality (AR), and virtual reality (VR), are continuously enhancing player engagement and creating novel gaming experiences. The appeal extends across various age demographics, with a pronounced interest observed in the 18-30 and 31-40 year old segments, who are early adopters of digital entertainment. Despite the promising outlook, the market faces certain restraints that could temper its growth trajectory. Regulatory hurdles and evolving legal frameworks in different jurisdictions present a complex landscape for operators. Concerns surrounding problem gambling and the ethical implications of intensified marketing efforts necessitate careful consideration and responsible gaming initiatives. The competitive intensity among established players and emerging online platforms also creates a dynamic market where innovation and customer retention are paramount. Key market segments such as Online Gaming Casino and Card Room Gaming are expected to exhibit the highest growth rates due to their accessibility and convenience. Geographically, Asia Pacific, with its burgeoning economies and large young population, is anticipated to be a major growth engine, alongside established markets in North America and Europe. Major players like Caesars Entertainment, Galaxy Entertainment, and Las Vegas Sands are actively investing in digital transformation and expanding their global footprints to capitalize on these evolving trends. This comprehensive market research report offers an in-depth analysis of the global casino and gaming industry, spanning a detailed study period from 2019 to 2033, with the base and estimated year set as 2025. The report meticulously examines the historical trajectory (2019-2024) and forecasts significant growth and evolving dynamics across the forecast period (2025-2033). Leveraging a robust methodology, this report provides actionable insights for stakeholders seeking to navigate this dynamic and rapidly expanding sector. It delves into key market trends, scrutinizes the driving forces behind industry expansion, identifies critical challenges and restraints, and highlights dominant segments and geographical regions. Furthermore, the report pinpoints crucial growth catalysts and profiles leading players, offering a holistic understanding of the casino and gaming landscape. The insights presented are invaluable for strategic decision-making, investment planning, and identifying emerging opportunities within this multi-billion dollar industry.
Facebook
Twitterhttps://dataverse.harvard.edu/api/datasets/:persistentId/versions/1.2/customlicense?persistentId=doi:10.7910/DVN/W7FMDAhttps://dataverse.harvard.edu/api/datasets/:persistentId/versions/1.2/customlicense?persistentId=doi:10.7910/DVN/W7FMDA
This study explored the lives of the working poor in the inner city. Three hundred male and female participants were drawn from central and west Harlem, New York City; 200 worked at one of four fast food restaurants in Harlem, and 100 had applied to one of those restaurants but were not hired. Participants were African American, Dominican and Puerto Rican of varied ages, most between 15 and 40 years of age. Educational status also varied, with the majority of participants' highest level of education being a high school degree. This study consists of three waves. The first wave was conducted in 1993-1994 with 300 participants. All 300 completed a survey, providing data on basic demographics (such as race, marital status, income, members of family, places where respondent has lived), as well as information on education, health care, and in-depth employment history. One-hundred fifty of these participants completed an extensive, semi-structured three to four hour interview telling their life history, covering topics such as family history; neighborhood identity; work history and aspirations; and race relations. Interviewers noted their impressions of the neighborhood and the physical appearance of the participant and her surroundings. The restaurant owners and managers were interviewed as well. Twelve of the participants agreed to be intensely studied; members of the research team worked alongside these participants at the fast food restaurants for four months, got to know their parents and children, and interviewed other key figures in their lives such as teachers and priests. The second wave was conducted in 1997-1998 with 100 of the original participants - some were employed, and some were unemployed. A survey was completed, addressing the same topics as the wave one survey. Interviews were conducted to ascertain life updates since wave one. The third wave was conducted in 2001-2002 with 40 of the 100 wave 2 participants. No more follow-up waves are planned. The Henry A. Murray Research Archives currently holds original record paper data, and audiotape data from waves 1 and 2 of this study.
Facebook
Twitterhttps://www.ibisworld.com/about/termsofuse/https://www.ibisworld.com/about/termsofuse/
Horse racing tracks have grappled with declining consumer interest and competition from more accessible forms of gambling like lotteries, casinos and online platforms. While marquee events like the Triple Crown still captivate audiences, many racetracks struggle to attract a younger, more diverse clientele. Aging, predominantly male patrons continue to be the sport's core demographic. As this demographic shrinks and public concerns about horse doping and animal welfare continue, interest in horse racing has waned. Still, buoyed by online sports books, revenue has climbed at a CAGR of 4.0% to $6.3 billion through the end of 2025, with a contraction of 0.7% that year. The popularity of online betting has offered a lifeline, enabling some race tracks to maintain substantial handles. Despite this, not every track has developed its own online betting platform, funneling potential profit into third-party hands. At the same time, regulatory scrutiny has intensified, as governing bodies implement stricter safety and anti-doping measures—efforts that have led to historic lows in horse fatalities but have also driven up compliance costs. Racinos, which combine horse racing tracks and casinos, have brought more eyes to the sport, but have also introduced greater competition. States like Ohio have seen racinos siphoning off revenue from traditional casinos, demonstrating mixed benefits and drawbacks. The next few years will bring opportunities and daunting challenges for horse racing. Technology will play an essential role, as racetracks increasingly tap into AI-driven handicapping, real-time analytics and interactive streaming experiences to win over younger, digital-first audiences. These innovations aim to enhance the horse racing experience and make it safer, attracting a broader audience. Nevertheless, the sector is confronting headwinds—from escalating regulatory costs to an aging core fan base and persistent competition from other betting options. Revenue is expected to push ahead at a CAGR of 0.2% to $6.5 billion through the end of 2030.
Facebook
TwitterAttribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Mean (standard deviation) are reported for quantitative parameters.INSEE #: socio-professional category according to the “Institut National de la Statistique et des Etudes Economiques”: 1,2: Farmer, craftsman, shopkeeper and large retailer, chairman and managing director; 3:senior executive, manager; 4,5,6: intermediate jobs, employees and workers; 7,8: retired, without any job.
Facebook
Twitterhttps://www.cognitivemarketresearch.com/privacy-policyhttps://www.cognitivemarketresearch.com/privacy-policy
According to Cognitive Market Research, the global Racing Simulator market size is USD XX million in 2024 and will expand at a compound annual growth rate (CAGR) of 5.60% from 2024 to 2031.
North America held the major market of more than 40% of the global revenue with a market size of USD million in 2024 and will grow at a compound annual growth rate (CAGR) of 3.8% from 2024 to 2031.
Europe accounted for a share of over 30% of the global market size of USD XX million.
Asia Pacific held the market of around 23% of the global revenue with a market size of USD XX million in 2024 and will grow at a compound annual growth rate (CAGR) of 7.6% from 2024 to 2031.
Latin America market of more than 5% of the global revenue with a market size of USD XX million in 2024 and will grow at a compound annual growth rate (CAGR) of 5.0% from 2024 to 2031.
Middle East and Africa held the major market of around 2% of the global revenue with a market size of USD XX million in 2024 and will grow at a compound annual growth rate (CAGR) of 5.3% from 2024 to 2031.
Rising Popularity of Esports and Competitive Gaming to Increase the Demand Globally
The popularity of competitive gaming and esports, particularly in sim racing, is changing the entertainment scene. The popularity and engagement of esports have skyrocketed, creating a greater need for authentic and engaging experiences. In particular, racing simulators have gained popularity as enthusiasts try to mimic the excitement of competitive racing. The need for lifelike simulations that improve the gaming experience drives this trend. The demand for complex and immersive gaming technology, like racing simulators, is expected to rise with esports' continued global appeal, signaling a major crossover between virtual and real-world entertainment.
Growing Disposable Income and Technological Advancements to Propel Market Growth
The consumer landscape is changing due to the convergence of rising disposable incomes and technology improvements, especially in the gaming industry. Thanks to increased disposable income, consumers can now afford to purchase cutting-edge gear like VR headgear, motion rigs, and high-fidelity wheels. The market for high-tech gaming accessories is expanding due to the mutually beneficial interaction between rising affordability and technical advancement. The need for the best gaming hardware is growing as gamers want realistic and immersive experiences. This trend highlights how important it is for discretionary income and technical advancement to propel the development of gaming peripherals, giving gamers everywhere a more sophisticated and engaging gaming experience.
Increasing number of eSport Competitions with significant prize Money
Market Restraints of the Racing Simulator Market
Key Drivers for Racing Simulator Market
The rise in popularity of sim racing leagues and eSports: One of the main drivers is the rapid expansion of eSports, especially in motorsport-themed video games like iRacing and Formula 1 eSports Series. Both gamers and actual racers are drawn to sim racing, which has developed into a professional sport. The need for high-performance racing simulators for competition, entertainment, and training is being driven by this expansion. Expanding Participation in Driver Education Initiatives: Racing simulators are used for advanced driver instruction and vehicle testing by automakers, race teams, and driving schools. Simulators are a cost-effective and secure tool for performance enhancement since they let racers practice tracks in a variety of scenarios without endangering their safety or causing damage to their cars.
Key Restraints for Racing Simulator Market
Expensive Advanced Systems: Adoption is restricted to specialized customers and organizations because to the high expense of professional-grade simulators with motion rigs, VR integration, and realistic accessories. Scaling mainstream adoption in emerging markets is hampered by price sensitivity. Restricted Space Needs and Accessibility: For casual users living in small urban spaces, full-motion rigs and multi-monitor setups are impracticable due to their requirement for dedicated space. This restricts market penetration in crowded cities.
Key Trends for Racing Simulator Market
Combining Augmented Reality (AR) and Virtual Reality (VR): Racing simulators are increasingly using virt...
Facebook
TwitterAccording to a survey ended January 2024 in Brazil, approximately ** percent of participants who played digital games identified their skin color as white. However, brown and black gamers altogether amounted to **** percent of respondents. Moreover, almost ** percent of Brazilian gamers were aged between 16 and 29 years.
Facebook
TwitterAccording to a survey ended January 2024 in Brazil, over a fourth of respondent gamers who played digital games were in the country's B2 socio-economic classification. Respondents in the C1 group represented over **** percent of respondents. Meanwhile, approximately ** percent of participants who played digital games identified their skin color as white, while games who identified as Brown and Black represented approximately ** percent of respondents.
Facebook
TwitterAs of the end of its fiscal year 2022, more than six in ten employees of video game company Activision Blizzard were white. About a fifth of Activision Blizzard employees were Asian, and around four percent of employees reported as Black or African American.
Facebook
TwitterAccording to a survey of global internet audiences in the second quarter of 2025, 82.1 percent of internet users played video games on any device. The Philippines had the highest video gaming usage reach, ranking first with a gaming penetration of 96 percent. Indonesia ranked second, with 95.1 percent of responding internet users stating that they played video games. Czechia and Japan ranked last, with 70.8 and 65.6 percent of internet users, respectively, reporting their participation in video gaming. The impact of mobile gaming The global gaming penetration among online users was over 83 percent, highlighting how much of a mainstream hobby gaming has become. Additionally, as shown by the many mobile-first digital markets with strong gaming reach, the impact of readily available mobile gaming devices cannot be overstated. A survey from the third quarter of 2024 found that smartphones were the most popular way to play video games worldwide, with more than 67 percent of respondents stating to play video games in such a way. This usage rate was miles ahead of second-ranked laptop or desktop PCs, which only 34 percent of global gamers stated to use. Who are the global gaming audiences? A survey conducted in the third quarter of 2023 found that 89.6 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 92.6 percent of male respondents in the same age group stated that they played video games. Gaming is a more popular activity among younger age groups, but even seven in ten respondents between 55 and 64 years old stated that they were gamers. Gaming genre preferences vary by age group, but overall, shooters and action-adventure games rank first in terms of popularity among users. Other popular gaming genres were simulation and sports games.
Facebook
TwitterDuring a February 2025 survey, it was found that 75 percent of video gamers in the United States were White. Additionally, 20 percent of responding gamers identified as Hispanic.