100+ datasets found
  1. U.S. video gaming audiences 2023, by generation

    • statista.com
    Updated Oct 29, 2024
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    Statista (2024). U.S. video gaming audiences 2023, by generation [Dataset]. https://www.statista.com/statistics/189582/age-of-us-video-game-players/
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    Dataset updated
    Oct 29, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Oct 23, 2023 - Oct 31, 2023
    Area covered
    United States
    Description

    Video gaming is no longer a hobby exclusively enjoyed by the young. As generations have grown up with video games a normal part of life, the age of the average gamer also increases. During a 2023 survey, 25 percent of video game players still come from the 27 to 42 years age demographic, and 19 percent are 59 years and older. Time spent gaming In 2023, Americans aged between 15 to 19 years spent 98.4 minutes on gaming or leisurely computer use during an average day. The age demographic which devoted the least amount of time to gaming was the 55 to 64 years category. Members of this age demographic spent an average of just 17.4 minutes playing on the computer during an average day.

  2. PC and mobile gamer population size SEA 2023-2028

    • statista.com
    Updated Jun 25, 2025
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    Statista (2025). PC and mobile gamer population size SEA 2023-2028 [Dataset]. https://www.statista.com/statistics/1427660/sea-number-of-pc-and-mobile-gamers/
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    Dataset updated
    Jun 25, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2023
    Area covered
    Asia, APAC
    Description

    In 2024, it was estimated that there were approximately *** million PC and mobile gamers in Southeast Asia's major markets. The PC and mobile gamer population of the six markets examined was projected to increase to around *** million by 2028.

  3. d

    Historical LGA Population density & gaming expenditure statistics

    • data.gov.au
    xlsx
    Updated Jun 1, 2021
    + more versions
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    Victorian Commission for Gambling and Liquor Regulation (2021). Historical LGA Population density & gaming expenditure statistics [Dataset]. https://data.gov.au/dataset/ds-vic-71f17f02-23c1-458d-9ce2-d9d3a0a9324b/details?q=
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    xlsxAvailable download formats
    Dataset updated
    Jun 1, 2021
    Dataset provided by
    Victorian Commission for Gambling and Liquor Regulation
    License

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

    Description

    This data set included population and expenditure breakdowns by LGA, demographic statistics, labor statistics and Socio Economis Indexes for Areas (SEIFA) LGA score and ranking per LGA. Detailed …Show full descriptionThis data set included population and expenditure breakdowns by LGA, demographic statistics, labor statistics and Socio Economis Indexes for Areas (SEIFA) LGA score and ranking per LGA. Detailed descriptions of this data set include: - Region (LGA name) - Population (18+) projection - Venue numbers - EGM numbers - Total net expenditures - Population (18+) per venue - Net EGM expenditure per adult - EGM per 1000 (18+)

  4. Number of video gamers worldwide 2025, by region

    • statista.com
    Updated Jun 23, 2025
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    Statista (2025). Number of video gamers worldwide 2025, by region [Dataset]. https://www.statista.com/statistics/293304/number-video-gamers/
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    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2025
    Area covered
    Worldwide
    Description

    Video gaming is a hobby enjoyed by young and old across the globe. In 2025, there were over *** billion gamers across Asia Pacific, making it the largest market for video gaming worldwide, with Europe coming in second place with a gaming audience of *** million. In total, there were an estimated **** billion gamers across the globe.

  5. UK gaming reach 2013-2024, by age group and gender

    • statista.com
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    Statista, UK gaming reach 2013-2024, by age group and gender [Dataset]. https://www.statista.com/statistics/300513/gaming-by-demographic-group-uk/
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    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United Kingdom
    Description

    A September to November 2024 survey of UK adults aged 16 years and older found that 85 percent of respondents aged between 16 and 24 years played video games, down from a 92 percent gaming penetration among the same age group in 2020. Overall, gaming uptake increased in 2020 due to the global COVID-19 pandemic. Video games industry in the UK In 2023, consumers in the United Kingdom spent over 3.16 billion British pounds on digital and online games. In regard to the annual contribution of the video games industry to the UK Gross Domestic Product, it amounted to 3.68 billion British pounds in 2023. Mobile games The popularity of mobile gaming increased over the last decade and overtook games consoles and TV for the first time in 2014. As of 2024, approximately 34 percent of UK adults reported playing games on their mobile phone, the highest rate ever reported. The most downloaded gaming apps in the UK include puzzle and casual titles such as Supermarket Simulator and Block Blast.

  6. d

    Data from: The influence of active video game play upon physical activity...

    • catalog.data.gov
    • datasets.ai
    • +2more
    Updated Jun 5, 2025
    + more versions
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    Agricultural Research Service (2025). Data from: The influence of active video game play upon physical activity and screen-based activities in sedentary children [Dataset]. https://catalog.data.gov/dataset/data-from-the-influence-of-active-video-game-play-upon-physical-activity-and-screen-based--33694
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    Dataset updated
    Jun 5, 2025
    Dataset provided by
    Agricultural Research Service
    Description

    Includes 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).

  7. a

    VCGLR - Population Density and Gaming Expenditure (LGA) 2012 - 2013 -...

    • data.aurin.org.au
    Updated Mar 6, 2025
    + more versions
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    (2025). VCGLR - Population Density and Gaming Expenditure (LGA) 2012 - 2013 - Dataset - AURIN [Dataset]. https://data.aurin.org.au/dataset/vic-govt-vcglr-vcglr-egm-density-expenditure-lga-2012-2013-lga
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    Dataset updated
    Mar 6, 2025
    License

    Attribution 3.0 (CC BY 3.0)https://creativecommons.org/licenses/by/3.0/
    License information was derived automatically

    Description

    This data set includes population and electronic gaming machine (EGM) expenditure breakdowns by local government area (LGA) and gaming venue, demographic statistics, labour statistics and Socio-Economic Indexes for Areas (SEIFA) LGA score and ranking per LGA for the 2012/13 financial year. The data has been joined with LGA 2006 boundaries. For more information visit the Victorian Commission for Gambling and Liquor Regulation's (VCGLR) website. Please note: AURIN has spatially enabled the original data.

  8. b

    Mobile Game Demographics Data (2025)

    • businessofapps.com
    Updated Nov 21, 2024
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    Business of Apps (2024). Mobile Game Demographics Data (2025) [Dataset]. https://www.businessofapps.com/data/mobile-game-demographics-data/
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    Dataset updated
    Nov 21, 2024
    Dataset authored and provided by
    Business of Apps
    License

    Attribution-NonCommercial-NoDerivs 4.0 (CC BY-NC-ND 4.0)https://creativecommons.org/licenses/by-nc-nd/4.0/
    License information was derived automatically

    Description

    Key Mobile Game Demographics StatisticsMobile Game Age Demographics by CategoryGame Gender Demographics by CategoryGames are the most popular app category on both app stores, accounting for about 59...

  9. a

    VCGLR - Population Density and Gaming Expenditure (LGA) 2017 - 2018 -...

    • data.aurin.org.au
    Updated Mar 6, 2025
    + more versions
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    (2025). VCGLR - Population Density and Gaming Expenditure (LGA) 2017 - 2018 - Dataset - AURIN [Dataset]. https://data.aurin.org.au/dataset/vic-govt-vcglr-vcglr-egm-density-expenditure-lga-2017-2018-lga2011
    Explore at:
    Dataset updated
    Mar 6, 2025
    License

    Attribution 3.0 (CC BY 3.0)https://creativecommons.org/licenses/by/3.0/
    License information was derived automatically

    Description

    This data set includes population and electronic gaming machine (EGM) expenditure breakdowns by local government area (LGA) and gaming venue, demographic statistics, labour statistics and Socio-Economic Indexes for Areas (SEIFA) LGA score and ranking per LGA for the 2017/18 financial year. The data has been joined with LGA 2011 boundaries. For more information visit the Victorian Commission for Gambling and Liquor Regulation's (VCGLR) website. Please note: AURIN has spatially enabled the original data. EGM Numbers: a venue may be operating less machines than its licensed or attached numbers Gaming Machine Density calculations are based on operating gaming machines with attached entitlements divided by adult population divided by 1,000 (gaming machines per 1,000 adults).

  10. s

    Minecraft User Statistics & Demographics

    • searchlogistics.com
    Updated Apr 1, 2025
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    (2025). Minecraft User Statistics & Demographics [Dataset]. https://www.searchlogistics.com/learn/statistics/minecraft-user-statistics/
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    Dataset updated
    Apr 1, 2025
    License

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

    Description

    The game has attracted a diverse group of players ranging from young children all the way through to older adults. Here’s the full breakdown of Minecraft user statistics.

  11. Global gaming penetration Q3 2024, by age and gender

    • statista.com
    Updated Feb 18, 2025
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    Statista (2025). Global gaming penetration Q3 2024, by age and gender [Dataset]. https://www.statista.com/statistics/326420/console-gamers-gender/
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    Dataset updated
    Feb 18, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    A survey conducted in the third quarter of 2024 found that over 92 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 93 percent of male respondents in the same age group stated that they played video games. Worldwide, over 83 percent of internet users were gamers.

  12. a

    VCGLR - Population Density and Gaming Expenditure (LGA) 2011 - 2012 -...

    • data.aurin.org.au
    Updated Mar 6, 2025
    + more versions
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    (2025). VCGLR - Population Density and Gaming Expenditure (LGA) 2011 - 2012 - Dataset - AURIN [Dataset]. https://data.aurin.org.au/dataset/vic-govt-vcglr-vcglr-egm-density-expenditure-lga-2011-2012-lga
    Explore at:
    Dataset updated
    Mar 6, 2025
    License

    Attribution 3.0 (CC BY 3.0)https://creativecommons.org/licenses/by/3.0/
    License information was derived automatically

    Description

    This data set includes population and electronic gaming machine (EGM) expenditure breakdowns by local government area (LGA) and gaming venue, demographic statistics, labour statistics and Socio-Economic Indexes for Areas (SEIFA) LGA score and ranking per LGA for the 2011/12 financial year. The data has been joined with LGA 2006 boundaries. For more information visit the Victorian Commission for Gambling and Liquor Regulation's (VCGLR) website. Please note: AURIN has spatially enabled the original data.

  13. a

    VCGLR - Population Density and Gaming Expenditure (LGA) 2016 - 2017 -...

    • data.aurin.org.au
    Updated Mar 6, 2025
    + more versions
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    (2025). VCGLR - Population Density and Gaming Expenditure (LGA) 2016 - 2017 - Dataset - AURIN [Dataset]. https://data.aurin.org.au/dataset/vic-govt-vcglr-vcglr-egm-density-expenditure-lga-2016-2017-lga2011
    Explore at:
    Dataset updated
    Mar 6, 2025
    License

    Attribution 3.0 (CC BY 3.0)https://creativecommons.org/licenses/by/3.0/
    License information was derived automatically

    Description

    This data set includes population and electronic gaming machine (EGM) expenditure breakdowns by local government area (LGA) and gaming venue, demographic statistics, labour statistics and Socio-Economic Indexes for Areas (SEIFA) LGA score and ranking per LGA for the 2016/17 financial year. The data has been joined with LGA 2011 boundaries. For more information visit the Victorian Commission for Gambling and Liquor Regulation's (VCGLR) website. Please note: AURIN has spatially enabled the original data. EGM Numbers: a venue may be operating less machines than its licensed or attached numbers Gaming Machine Density calculations are based on operating gaming machines with attached entitlements divided by adult population divided by 1,000 (gaming machines per 1,000 adults).

  14. G

    Cloud Gaming Market Research Report 2033

    • growthmarketreports.com
    csv, pdf, pptx
    Updated Aug 29, 2025
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    Growth Market Reports (2025). Cloud Gaming Market Research Report 2033 [Dataset]. https://growthmarketreports.com/report/cloud-gaming-market-global-industry-analysis
    Explore at:
    csv, pptx, pdfAvailable download formats
    Dataset updated
    Aug 29, 2025
    Dataset authored and provided by
    Growth Market Reports
    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Cloud Gaming Market Outlook



    According to our latest research, the global cloud gaming market size reached USD 2.6 billion in 2024, demonstrating robust momentum driven by technological advancements and growing consumer demand. The market is forecasted to expand at a remarkable CAGR of 44.8% from 2025 to 2033, ultimately reaching a projected value of USD 54.7 billion by 2033. This exceptional growth is attributed to the increasing penetration of high-speed internet, the proliferation of advanced gaming devices, and the rising popularity of subscription-based gaming services globally.




    One of the primary growth factors fueling the cloud gaming market is the widespread adoption of 5G technology, which delivers ultra-low latency and high bandwidth connectivity necessary for seamless cloud-based gaming experiences. With telecom operators rolling out 5G infrastructure across developed and developing regions, gamers can now access high-quality, resource-intensive games on a multitude of devices without the need for expensive hardware. This democratization of gaming, where users can play AAA titles on smartphones, tablets, or smart TVs, is significantly broadening the addressable market and attracting new gamers who previously faced barriers due to hardware limitations. The cloud gaming ecosystem is also benefiting from strategic collaborations between technology giants, gaming studios, and telecom providers, further accelerating the marketÂ’s expansion.




    Another critical driver for the cloud gaming market is the shift in consumer preferences towards on-demand entertainment and subscription-based models. Modern gamers increasingly seek flexibility, instant access, and a diverse library of games without the necessity to purchase individual titles or invest in high-end gaming consoles. Cloud gaming services, such as Xbox Cloud Gaming, NVIDIA GeForce NOW, and Google Stadia, are capitalizing on this trend by offering extensive game libraries, cross-platform compatibility, and affordable monthly plans. This shift is further amplified by the growing trend of social and multiplayer gaming, where cloud platforms enable real-time collaboration and competition, regardless of usersÂ’ physical locations or device types.




    Additionally, ongoing advancements in cloud infrastructure, including the deployment of edge computing and AI-driven content optimization, are enhancing the overall user experience and reliability of cloud gaming platforms. These technologies address common challenges such as latency, buffering, and graphical fidelity, ensuring that gamers enjoy smooth, immersive gameplay. The integration of AI-powered personalization and recommendation engines is also boosting user engagement and retention, as platforms tailor content and gameplay experiences to individual preferences. As cloud service providers continue to invest in data center expansion and network optimization, the scalability and accessibility of cloud gaming are expected to reach unprecedented levels in the coming years.




    From a regional perspective, North America currently dominates the cloud gaming market, accounting for the largest revenue share in 2024, followed closely by Asia Pacific and Europe. The strong presence of leading technology companies, high disposable incomes, and early adoption of advanced connectivity solutions in North America have contributed to its leadership position. However, Asia Pacific is emerging as the fastest-growing region, driven by a massive gamer population, rapid urbanization, and increasing investments in digital infrastructure. Europe, with its tech-savvy consumers and supportive regulatory environment, is also witnessing substantial growth. Latin America and the Middle East & Africa, while still nascent markets, are expected to register impressive CAGRs as internet penetration and mobile device adoption continue to rise.





    Offering Analysis



    The cloud gaming market is segmented by offering into infrastructure, game platform services, and content services, each playing a pivotal role in sha

  15. a

    VCGLR - Population Density and Gaming Expenditure (LGA) 2007 - 2008 -...

    • data.aurin.org.au
    Updated Mar 6, 2025
    + more versions
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    (2025). VCGLR - Population Density and Gaming Expenditure (LGA) 2007 - 2008 - Dataset - AURIN [Dataset]. https://data.aurin.org.au/dataset/vic-govt-vcglr-vcglr-egm-density-expenditure-lga-2007-2008-lga
    Explore at:
    Dataset updated
    Mar 6, 2025
    License

    Attribution 3.0 (CC BY 3.0)https://creativecommons.org/licenses/by/3.0/
    License information was derived automatically

    Description

    This data set includes population and electronic gaming machine (EGM) expenditure breakdowns by local government area (LGA) and gaming venue, demographic statistics, labour statistics and Socio-Economic Indexes for Areas (SEIFA) LGA score and ranking per LGA for the 2007/08 financial year. The data has been joined with LGA 2006 boundaries. For more information visit the Victorian Commission for Gambling and Liquor Regulation's (VCGLR) website. Please note: AURIN has spatially enabled the original data.

  16. Video Games in the UK - Market Research Report (2015-2030)

    • ibisworld.com
    Updated Nov 15, 2024
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    IBISWorld (2024). Video Games in the UK - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/united-kingdom/market-research-reports/video-games-industry/
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    Dataset updated
    Nov 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

    Video games have become a common form of entertainment for a large proportion of the population. They’re played by all age groups and demographics, offering companies a wide potential market. Mobile phone gaming has made games more accessible to people who would otherwise not be inclined to buy consoles or PC games. User-friendly devices, including tablets and smartphones, encourage older generations to play. Still, traditional console gaming continues to be a cornerstone of the market, with Sony's PlayStation 5 and Microsoft's Xbox Series X fetching strong sales figures despite initial supply chain hurdles. The UK Video Games industry has demonstrated resilience, leveraging new platforms and business models to fuel growth. Revenue is expected to swell at a compound annual rate of 1.6% over the five years through 2024-25, reaching £7.8 billion. Revenue growth has been supported by the release of the next generation of consoles, including the PlayStation 5 and the Xbox Series X, which were both launched in November 2020. Microtransactions and downloadable content (DLC) have emerged as pivotal trends, diversifying income streams and reshaping traditional monetisation models. Revenue is forecast to climb by 1.5% in 2024-25 as successful games continue to be released to the ninth-generation of consoles. The average industry profit margin has heightened in recent years in line with the expanding popularity of digital services. Microtransactions are expected to expand, though concerns over exploitation remain. Companies may increasingly adopt freemium models, easing criticisms of a lack of inclusivity while maximising revenue. Delivering content directly to consoles via the internet is likely to become even more popular, while casual gaming via portable devices, especially mobile phones, is expected to continue to expand. Revenue is anticipated to strengthen at a compound annual rate of 2.5% over the five years through 2029-30 to reach £8.9 billion. Nonetheless, workforce issues loom, with demand for skilled developers rising but the talent pool remaining constrained talent pool.

  17. r

    VCGLR - Population Density and Gaming Expenditure (LGA) 2007 - 2008

    • researchdata.edu.au
    null
    Updated Jun 28, 2023
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    Government of Victoria - Victorian Commission for Gambling and Liquor Regulation (2023). VCGLR - Population Density and Gaming Expenditure (LGA) 2007 - 2008 [Dataset]. https://researchdata.edu.au/vcglr-population-density-2007-2008/2738046
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    nullAvailable download formats
    Dataset updated
    Jun 28, 2023
    Dataset provided by
    Australian Urban Research Infrastructure Network (AURIN)
    Authors
    Government of Victoria - Victorian Commission for Gambling and Liquor Regulation
    License

    Attribution 3.0 (CC BY 3.0)https://creativecommons.org/licenses/by/3.0/
    License information was derived automatically

    Area covered
    Description

    This data set includes population and electronic gaming machine (EGM) expenditure breakdowns by local government area (LGA) and gaming venue, demographic statistics, labour statistics and Socio-Economic Indexes for Areas (SEIFA) LGA score and ranking per LGA for the 2007/08 financial year. The data has been joined with LGA 2006 boundaries.

    For more information visit the Victorian Commission for Gambling and Liquor Regulation's (VCGLR) website.

    Please note:

    • AURIN has spatially enabled the original data.

    • EGM Numbers: a venue may be operating less machines than its licensed or attached numbers

    • Gaming Machine Density calculations are based on operating gaming machines with attached entitlements divided by adult population divided by 1,000 (gaming machines per 1,000 adults).

    • Expenditure / EGM: Refers to the average Expenditure per Gaming Machine.

    • Disclaimer: Care must be taken in using any figures for an LGA involving net expenditure and population. The expenditure per person in an LGA may include an amount of expenditure coming from persons not living within the LGA.

  18. D

    Game Placement Ads Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Jan 7, 2025
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    Dataintelo (2025). Game Placement Ads Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/game-placement-ads-market
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    csv, pdf, pptxAvailable download formats
    Dataset updated
    Jan 7, 2025
    Dataset authored and provided by
    Dataintelo
    License

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

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Game Placement Ads Market Outlook



    The global game placement ads market size was estimated at USD 5.3 billion in 2023 and is forecasted to reach USD 15.8 billion by 2032, growing at a compound annual growth rate (CAGR) of 12.5% during the forecast period. This growth can be attributed to the increasing proliferation of mobile gaming, the rise of free-to-play game models which rely heavily on in-game advertising revenue, and the advancements in advertising technology that enable more sophisticated and engaging ad placements.



    One of the key drivers for the growth of the game placement ads market is the significant increase in the global gaming population. With the advent of smartphones and affordable high-speed internet, gaming has become more accessible and popular among various demographics. This expanding user base provides a fertile ground for advertisers to place their ads, thereby driving market growth. Furthermore, the shift from traditional gaming consoles to mobile platforms has opened up new avenues for in-game advertising, making it easier for advertisers to reach a broader audience.



    In addition to the growing gaming population, technological advancements in ad placement and targeting are also contributing to market growth. Innovations such as programmatic advertising, artificial intelligence, and machine learning have enabled advertisers to deliver more personalized and relevant ads to gamers. These technologies help in understanding user behavior and preferences, thereby optimizing ad placements and increasing engagement rates. Moreover, the integration of augmented reality (AR) and virtual reality (VR) in gaming has introduced new dimensions for immersive and interactive advertising experiences, further propelling the market.



    The monetization strategies of gaming companies have also played a crucial role in the growth of the game placement ads market. With the rise of free-to-play and freemium models, where games are free to download but generate revenue through in-game ads and purchases, the reliance on advertising revenue has increased. This has led to a surge in demand for innovative ad formats that enhance user experience without being intrusive. Rewarded video ads, for instance, offer users in-game rewards in exchange for watching ads, thereby creating a win-win situation for both gamers and advertisers.



    In App Advertising has emerged as a pivotal component in the monetization strategies of mobile games. As mobile gaming continues to dominate the gaming landscape, developers and advertisers are increasingly leveraging in-app ads to generate revenue while enhancing user engagement. This form of advertising allows for highly targeted and personalized ad experiences, which can be seamlessly integrated into the game environment. By utilizing data-driven insights, advertisers can deliver relevant content that resonates with the gaming audience, thereby improving ad effectiveness and user satisfaction. The flexibility and adaptability of in-app advertising make it an attractive option for both gaming companies and advertisers looking to maximize their reach and impact.



    Regionally, North America has been a dominant player in the game placement ads market, owing to the high concentration of gaming companies and a tech-savvy population. However, the Asia Pacific region is expected to witness the highest growth rate during the forecast period. The burgeoning smartphone market, coupled with the increasing popularity of mobile gaming in countries like China and India, is driving the demand for in-game advertising. Additionally, the growing investments in internet infrastructure and the rising disposable incomes in the region are further fueling market growth.



    Ad Type Analysis



    Interstitial ads, which are full-screen ads that cover the interface of their host application, are among the most popular types of game placement ads. These ads are typically displayed at natural transition points or breaks in the game, such as between levels or during loading screens. The immersive nature of interstitial ads makes them highly engaging, leading to higher click-through rates (CTR) and conversion rates. However, the risk of disrupting the user experience if not implemented correctly remains a challenge for advertisers.



    Rewarded video ads have gained immense popularity due to their non-intrusive nature and the value they provide to gamers. These ads offer users in-game rewards, such as extra lives, virtual currency,

  19. Weekly gaming hours of adults in the U.S. 2025

    • statista.com
    Updated Mar 5, 2025
    + more versions
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    Jessica Clement (2025). Weekly gaming hours of adults in the U.S. 2025 [Dataset]. https://www.statista.com/topics/3070/us-gamers/
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    Dataset updated
    Mar 5, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Area covered
    United States
    Description

    As of June 2024, 27 percent of adults in the United States spent one to five hours per week playing video games. A further 10 percent of respondents stated that they spent 11 to 15 hours on video gaming in an average week. Overall, 19 percent of respondents were non-gamers and did not spend any time on video games.

  20. s

    Minecraft Key Statistics

    • searchlogistics.com
    Updated Apr 1, 2025
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    (2025). Minecraft Key Statistics [Dataset]. https://www.searchlogistics.com/learn/statistics/minecraft-user-statistics/
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    Dataset updated
    Apr 1, 2025
    License

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

    Description

    These are the key Minecraft user statistics you need to know.

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Statista (2024). U.S. video gaming audiences 2023, by generation [Dataset]. https://www.statista.com/statistics/189582/age-of-us-video-game-players/
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U.S. video gaming audiences 2023, by generation

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121 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Oct 29, 2024
Dataset authored and provided by
Statistahttp://statista.com/
Time period covered
Oct 23, 2023 - Oct 31, 2023
Area covered
United States
Description

Video gaming is no longer a hobby exclusively enjoyed by the young. As generations have grown up with video games a normal part of life, the age of the average gamer also increases. During a 2023 survey, 25 percent of video game players still come from the 27 to 42 years age demographic, and 19 percent are 59 years and older. Time spent gaming In 2023, Americans aged between 15 to 19 years spent 98.4 minutes on gaming or leisurely computer use during an average day. The age demographic which devoted the least amount of time to gaming was the 55 to 64 years category. Members of this age demographic spent an average of just 17.4 minutes playing on the computer during an average day.

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