100+ datasets found
  1. Video gaming ARPU worldwide 2020-2030, by segment

    • statista.com
    Updated Jun 6, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Jessica Clement (2025). Video gaming ARPU worldwide 2020-2030, by segment [Dataset]. https://www.statista.com/topics/1680/gaming/
    Explore at:
    Dataset updated
    Jun 6, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    Significant fluctuations are estimated for all segments over the forecast period for the average revenue per user. The average revenue per user decreases towards the end of the forecast period only in the segment Physically Sold Video Games, while the remaining segments follow a positive trend. The difference between 2020 and 2030 amounts to an absolute value of 2.15 U.S. dollars. Find further statistics on other topics such as a comparison of countries or regions regarding the revenue and a comparison of the penetration rate in Norway.The Statista Market Insights cover a broad range of additional markets.

  2. U.S. video gamers who play with others online or in person 2020-2025

    • statista.com
    Updated Mar 5, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Jessica Clement (2025). U.S. video gamers who play with others online or in person 2020-2025 [Dataset]. https://www.statista.com/topics/3070/us-gamers/
    Explore at:
    Dataset updated
    Mar 5, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    Video gaming is a popular way for gamers to connect with friends and family. A February 2025 survey found that 72 percent of gamers in the United States played with others online or in person, up from 65 percent of U.S. gamers who did so in 2020. According to U.S. gamers, friends are the most popular group of people to play online with.

  3. m

    Video Game Statistics and Facts

    • market.biz
    Updated Sep 24, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Market.biz (2025). Video Game Statistics and Facts [Dataset]. https://market.biz/video-game-statistics/
    Explore at:
    Dataset updated
    Sep 24, 2025
    Dataset provided by
    Market.biz
    License

    https://market.biz/privacy-policyhttps://market.biz/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    ASIA, Africa, Australia, South America, Europe, North America
    Description

    Introduction

    Video Game Statistics: The video game industry has evolved from a niche hobby into a global entertainment giant, impacting technology, culture, and economics. With millions of players across the globe and a market worth billions, understanding video game statistics is vital for developers, investors, marketers, and enthusiasts.

    These statistics offer valuable insights into player behavior, market trends, sales performance, and emerging technologies, enabling the identification of patterns, forecasting growth, and shaping strategies within the industry. This statistics will delve into the latest trends in video game sales, platform popularity, gamer engagement, and industry innovations, providing a data-driven overview of the gaming landscape today and in the future.

  4. U.S. video gamers who made social connections via gaming 2025

    • statista.com
    Updated Mar 5, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Jessica Clement (2025). U.S. video gamers who made social connections via gaming 2025 [Dataset]. https://www.statista.com/topics/3070/us-gamers/
    Explore at:
    Dataset updated
    Mar 5, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    Video gaming is a popular way for gamers to connect with friends and family, and many gamers have formed relationships through video games. During a February 2025 survey, 78 percent of responding gamers in the United States agreed that playing games can introduce people to new friends.

  5. M

    Gaming Monetization Statistics 2025 By Income, Growth, Technology

    • scoop.market.us
    Updated Jan 14, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Market.us Scoop (2025). Gaming Monetization Statistics 2025 By Income, Growth, Technology [Dataset]. https://scoop.market.us/gaming-monetization-statistics/
    Explore at:
    Dataset updated
    Jan 14, 2025
    Dataset authored and provided by
    Market.us Scoop
    License

    https://scoop.market.us/privacy-policyhttps://scoop.market.us/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Introduction

    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.

    https://scoop.market.us/wp-content/uploads/2023/09/Gaming-Monetization-Statistics.png" alt="Gaming Monetization Statistics" class="wp-image-37223" style="width:624px;height:623px">
  6. Gaming frequency among U.S. adults 2024, by platform

    • statista.com
    Updated Mar 5, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Jessica Clement (2025). Gaming frequency among U.S. adults 2024, by platform [Dataset]. https://www.statista.com/topics/3070/us-gamers/
    Explore at:
    Dataset updated
    Mar 5, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    According to a survey conducted in March 2024, 15 percent of adults in the United States played video games via computer on a daily basis. Smartphone and tablet gaming was the most popular, with 55 percent of the U.S. population playing mobile games at least once per week or more often.

  7. S

    Mobile Games Statistics 2025: Demographics, Monetization, and Market Leaders...

    • sqmagazine.co.uk
    Updated Oct 3, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    SQ Magazine (2025). Mobile Games Statistics 2025: Demographics, Monetization, and Market Leaders [Dataset]. https://sqmagazine.co.uk/mobile-games-statistics/
    Explore at:
    Dataset updated
    Oct 3, 2025
    Dataset authored and provided by
    SQ Magazine
    License

    https://sqmagazine.co.uk/privacy-policy/https://sqmagazine.co.uk/privacy-policy/

    Time period covered
    Jan 1, 2024 - Dec 31, 2025
    Area covered
    Global
    Description

    On a freezing January morning, 14-year-old Milo sat bundled in a hoodie, fingers tapping rapidly on his phone. What looked like idle time was actually intense strategy; he was leading his clan in a global multiplayer battle while waiting for the school bus. This simple moment is no outlier. It's...

  8. S

    Cross‑Platform Gaming Statistics 2025: What’s Driving Multi‑Device...

    • sqmagazine.co.uk
    Updated Aug 13, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    SQ Magazine (2025). Cross‑Platform Gaming Statistics 2025: What’s Driving Multi‑Device Engagement [Dataset]. https://sqmagazine.co.uk/crossplatform-gaming-statistics/
    Explore at:
    Dataset updated
    Aug 13, 2025
    Dataset authored and provided by
    SQ Magazine
    License

    https://sqmagazine.co.uk/privacy-policy/https://sqmagazine.co.uk/privacy-policy/

    Time period covered
    Jan 1, 2024 - Dec 31, 2025
    Area covered
    Global
    Description

    Cross‑platform gaming bridges device boundaries, letting players move seamlessly between smartphone, console, and PC. Today’s gamers expect flexibility, and the data reflects that demand. In retail and esports alike, developers report stronger retention and spending when titles support cross‑play, while platforms see growing engagement from portable access. Read on for...

  9. S

    Gen Z Gaming Platform Preferences Statistics 2025: Where They Play, How They...

    • sqmagazine.co.uk
    Updated Aug 14, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    SQ Magazine (2025). Gen Z Gaming Platform Preferences Statistics 2025: Where They Play, How They Spend [Dataset]. https://sqmagazine.co.uk/gen-z-gaming-platform-preferences-statistics/
    Explore at:
    Dataset updated
    Aug 14, 2025
    Dataset authored and provided by
    SQ Magazine
    License

    https://sqmagazine.co.uk/privacy-policy/https://sqmagazine.co.uk/privacy-policy/

    Time period covered
    Jan 1, 2024 - Dec 31, 2025
    Area covered
    Global
    Description

    Gen Z is reshaping the gaming landscape with bold preferences and habits. They flock to mobile for convenience, lean into PCs and consoles for depth, and thrive in cross-platform worlds that offer choice and social sync. Real-world use cases span everything from mobile esports viewership rising 340% since 2022 to platforms...

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

    • statista.com
    • abripper.com
    Updated Mar 5, 2025
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Jessica Clement (2025). Weekly gaming hours of adults in the U.S. 2025 [Dataset]. https://www.statista.com/topics/3070/us-gamers/
    Explore at:
    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.

  11. T

    Mobile Games Statistics That Will Blow Your Mind in 2025

    • techkv.com
    Updated Jul 23, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    TechKV (2025). Mobile Games Statistics That Will Blow Your Mind in 2025 [Dataset]. https://techkv.com/mobile-games-statistics/
    Explore at:
    Dataset updated
    Jul 23, 2025
    Dataset authored and provided by
    TechKV
    License

    https://techkv.com/privacy-policy/https://techkv.com/privacy-policy/

    Time period covered
    Jan 1, 2024 - Dec 31, 2025
    Area covered
    Global
    Description

    I don’t know if you do, but do you remember a time when PC gamers used to belittle mobile games? It used to be a scene where mobile games were not seen as good enough or impactful enough. And, boy, have those days passed! Today, the mobile gaming industry is...

  12. Video Gaming Statistics 2023

    • ubuy.qa
    Updated Jan 30, 2023
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Ubuy Qatar (2023). Video Gaming Statistics 2023 [Dataset]. https://www.ubuy.qa/en/research/video-gaming-statistics
    Explore at:
    Dataset updated
    Jan 30, 2023
    Dataset provided by
    Ubuyhttps://www.ubuy.com/
    Authors
    Ubuy Qatar
    License

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

    Time period covered
    2023
    Area covered
    Qatar
    Description

    Get key 2023 Video Gaming trends in the Middle East. Learn market dynamics, console popularity, VR advancements & thriving mobile gaming. Middle East Video Gaming Market Worth $3.56 bn, Gamers in the MENA region in 2021 65.3 mn, Global Mobile Gaming Worth $92.2 bn, Mobile Gaming Share % in Global Gaming 50, Average Monthly Google Searches for PS5 in Middle East 373000, Highest Gaming Revenue Driver among MENA countries Saudi Arabia, Country with the highest share of gamers in the Middle East Egypt.

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

    • ibisworld.com
    Updated Nov 15, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    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/
    Explore at:
    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.

  14. m

    Mobile Gaming Statistics and Facts

    • market.biz
    Updated Sep 25, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Market.biz (2025). Mobile Gaming Statistics and Facts [Dataset]. https://market.biz/mobile-gaming-statistics/
    Explore at:
    Dataset updated
    Sep 25, 2025
    Dataset provided by
    Market.biz
    License

    https://market.biz/privacy-policyhttps://market.biz/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Australia, North America, Europe, South America, Africa, ASIA
    Description

    Introduction

    Mobile Gaming Statistics: The mobile gaming sector has rapidly become the largest and most dynamic segment within the global gaming industry, fueled by the mass adoption of smartphones, low-cost internet, and an increasing demand for portable entertainment.

    Enhanced by advancements such as 5G networks, augmented reality (AR), cloud-based platforms, and freemium revenue models, mobile games have transformed from simple diversions into billion-dollar ecosystems attracting vast user bases.

    This growing momentum is evident in surging user engagement, expanding in-app purchases, and rising ad-based revenues, firmly establishing mobile gaming as a central pillar of the digital entertainment economy. This report presents up-to-date mobile gaming statistics, covering key areas including market size, consumer trends, revenue streams, genre-specific growth, and regional insights.

  15. Video Game Market Analysis, Size, and Forecast 2025-2029: North America (US...

    • technavio.com
    pdf
    Updated Jan 17, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Technavio (2025). Video Game Market Analysis, Size, and Forecast 2025-2029: North America (US and Canada), Europe (France, Germany, Italy, and UK), Middle East and Africa (Egypt, KSA, Oman, and UAE), APAC (China, India, and Japan), South America (Argentina and Brazil), and Rest of World (ROW) [Dataset]. https://www.technavio.com/report/video-game-market-industry-size-analysis
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Jan 17, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    License

    https://www.technavio.com/content/privacy-noticehttps://www.technavio.com/content/privacy-notice

    Time period covered
    2025 - 2029
    Description

    Snapshot img

    Video Game Market Size 2025-2029

    The video game market size is forecast to increase by USD 111.7 billion, at a CAGR of 8.6% between 2024 and 2029.

    The market is experiencing significant growth, driven by the increasing penetration of smartphones and improving internet access worldwide. This digital transformation has expanded the gaming audience beyond traditional demographics, with an increasing number of women embracing gaming. However, the market faces a notable challenge that is the escalating cost of game development. To remain competitive, companies must continuously innovate and invest in advanced technologies, such as virtual reality and artificial intelligence, to create immersive gaming experiences.
    Additionally, the growing demand for mobile games necessitates a focus on cross-platform compatibility and adaptive game design. Companies that successfully navigate these challenges and cater to the evolving needs of diverse gaming demographics will thrive in this dynamic market.
    

    What will be the Size of the Video Game Market during the forecast period?

    Explore in-depth regional segment analysis with market size data - historical 2019-2023 and forecasts 2025-2029 - in the full report.
    Request Free Sample

    The market continues to evolve, with dynamic market dynamics shaping various sectors. Simulation games, esports organizations, and AAA titles coexist, each presenting unique challenges and opportunities. Competitor analysis is crucial for game publishers seeking to optimize player engagement and revenue generation. Real-time strategy (RTS) games and monetization strategies, such as in-app purchases and subscription models, are key areas of focus. Game studios invest in intellectual property (IP) development, leveraging game engines like Unreal and Unity for game development and user interface (UI) design. Augmented reality (AR) and virtual reality (VR) technologies, along with cloud gaming, are transforming the gaming landscape.

    Player retention is a top priority, with game updates, social media, and game streaming platforms playing essential roles. Game testing, network programming, and AI programming ensure optimal user experience (UX). Character modeling, fighting games, and puzzle games cater to diverse target audiences, while game design documents guide game development processes. PC gaming and console gaming continue to dominate, with mobile devices expanding the market reach. Game physics, sound design, and level design are integral components of game development. Game marketing strategies, player communities, and online forums foster user engagement. Game localization and quality assurance (QA) processes ensure global accessibility and product excellence.

    The continuous unfolding of market activities and evolving patterns underscore the dynamic nature of the video game industry.

    How is this Video Game Industry segmented?

    The video game industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.

    Platform
    
      PlayStation
      Xbox
      Nintendo
      PC (Steam, Epic Games Store, etc.)
      Mobile (iOS, Android)
    
    
    Type
    
      Offline
      Online
    
    
    End-User
    
      Hardcore Gamers
      Casual Gamers
      Esports Enthusiasts
    
    
    Revenue Model
    
      Game Sales (Digital & Physical)
      In-Game Purchases
      Subscriptions
      Advertising
    
    
    Geography
    
      North America
    
        US
        Canada
    
    
      Europe
    
        France
        Germany
        Italy
        UK
    
    
      Middle East and Africa
    
        Egypt
        KSA
        Oman
        UAE
    
    
      APAC
    
        China
        India
        Japan
    
    
      South America
    
        Argentina
        Brazil
    
    
      Rest of World (ROW)
    

    By Platform Insights

    The playstation segment is estimated to witness significant growth during the forecast period.

    The market encompasses various segments, including sports games, data analytics, game engines, user interface (UI), game development, augmented reality (AR), game controllers, game testing, game art, subscription models, and console gaming. In 2024, the mobile devices segment was the largest and continues to be the leading segment in the market, with over 3.5 billion smartphone and tablet users worldwide. Mobile games cater to a broader audience, including casual gamers, as they are typically smaller in scale and complexity and can be played in short bursts. The market's growth is driven by advancements in technology, increasing consumer demand, and the integration of social media and streaming platforms. Game development companies invest in AI programming, game physics, and game engines like Unreal Engine to create immersive and harmonious gaming experiences. They also focus on player engagement, player retention, and monetization strategies, including in-app purchases, subscription models, and advertising.

    Game publishers collaborate with game studios

  16. S

    PC Gaming Market Share and Usage Statistics 2025: Trends, Figures & Insights...

    • sqmagazine.co.uk
    Updated Aug 12, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    SQ Magazine (2025). PC Gaming Market Share and Usage Statistics 2025: Trends, Figures & Insights [Dataset]. https://sqmagazine.co.uk/pc-gaming-market-share-and-usage-statistics/
    Explore at:
    Dataset updated
    Aug 12, 2025
    Dataset authored and provided by
    SQ Magazine
    License

    https://sqmagazine.co.uk/privacy-policy/https://sqmagazine.co.uk/privacy-policy/

    Time period covered
    Jan 1, 2024 - Dec 31, 2025
    Area covered
    Global
    Description

    A snapshot of the PC gaming market in 2025 reveals vibrant growth and evolving player behavior. From soaring revenue figures to shifting preferences in hardware and game genres, the platform remains a dynamic segment of the broader gaming industry. In the U.S., developers now release title launches simultaneously on PC...

  17. d

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

    • catalog.data.gov
    • datasets.ai
    • +1more
    Updated Jun 5, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    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
    Explore at:
    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).

  18. d

    Gaming industry data sources & analytics

    • datarade.ai
    .json, .csv, .xls
    Updated May 12, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Forloop.ai (2025). Gaming industry data sources & analytics [Dataset]. https://datarade.ai/data-products/gaming-industry-data-sources-analytics-forloop-ai
    Explore at:
    .json, .csv, .xlsAvailable download formats
    Dataset updated
    May 12, 2025
    Dataset provided by
    Forloop.ai
    Area covered
    India, Papua New Guinea, Comoros, United States Minor Outlying Islands, New Caledonia, Nauru, Burkina Faso, Nicaragua, Trinidad and Tobago, Paraguay
    Description

    Our gaming industry data solutions leverage data from major gaming platforms like Playstation, Xbox, and Steam to provide businesses with insights into the global gaming market. We collect data on the number of hours played for specific games, as well as monthly trends in player behavior and preferences.

  19. Quality report: UK Betting and Gaming Statistics

    • gov.uk
    • s3.amazonaws.com
    Updated Oct 24, 2022
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    HM Revenue & Customs (2022). Quality report: UK Betting and Gaming Statistics [Dataset]. https://www.gov.uk/government/statistics/quality-report-betting-and-gaming-duty-publications-bulletin-and-factsheet
    Explore at:
    Dataset updated
    Oct 24, 2022
    Dataset provided by
    GOV.UKhttp://gov.uk/
    Authors
    HM Revenue & Customs
    Area covered
    United Kingdom
    Description

    This quality report relates to the UK Betting and Gaming Statistics National Statistics. The purpose is to provide users with information about the quality of the outputs as set out by the Code of Practice for Official Statistics.

    The UK Betting and Gaming Statistics release presents statistics from the 7 different gambling regimes administered by HM Revenue and Customs (HMRC):

    • Bingo Duty
    • Gaming Duty
    • General Betting Duty
    • Lottery Duty
    • Machine Games Duty
    • Pool Betting Duty
    • Remote Gaming Duty

    Included within this release are monthly tax receipts statistics for all 7 regimes and monthly liabilities statistics for Machine Games Duty.

    Archived quality reports for the ‘Betting and Gaming bulletin’ are available at the https://webarchive.nationalarchives.gov.uk/20210508000626/https://www.gov.uk/government/collections/hmrc-quality-reports-statistics" class="govuk-link">National Archives.

  20. Cloud Gaming Market Analysis, Size, and Forecast 2025-2029: North America...

    • technavio.com
    pdf
    Updated Apr 9, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Technavio (2025). Cloud Gaming Market Analysis, Size, and Forecast 2025-2029: North America (US and Canada), APAC (China, India, Japan, South Korea), Europe (France, Germany, Italy, UK), South America , and Middle East and Africa [Dataset]. https://www.technavio.com/report/cloud-gaming-market-size-industry-analysis
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Apr 9, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    License

    https://www.technavio.com/content/privacy-noticehttps://www.technavio.com/content/privacy-notice

    Time period covered
    2025 - 2029
    Area covered
    United States
    Description

    Snapshot img

    Cloud Gaming Market Size 2025-2029

    The cloud gaming market size is valued to increase USD 11.93 billion, at a CAGR of 27.4% from 2024 to 2029. Increased availability of high-speed Internet will drive the cloud gaming market.

    Major Market Trends & Insights

    North America dominated the market and accounted for a 50% growth during the forecast period.
    By Application - Video streaming segment was valued at USD 2.65 billion in 2023
    By Device - Gaming consoles segment accounted for the largest market revenue share in 2023
    

    Market Size & Forecast

    Market Opportunities: USD 289.93 million
    Market Future Opportunities: USD 11931.70 million
    CAGR : 27.4%
    North America: Largest market in 2023
    

    Market Summary

    The market represents a dynamic and rapidly expanding sector, driven by advancements in core technologies such as artificial intelligence and virtual reality. These innovations enable seamless, real-time gameplay experiences, making cloud gaming an increasingly popular alternative to traditional console and PC gaming. According to recent studies, the market is expected to account for over 30% of the gaming industry revenue by 2025. However, the market's growth is not without challenges. Infrastructural and bandwidth requirements pose significant hurdles, as high-speed Internet access remains a prerequisite for optimal cloud gaming performance.
    Despite these challenges, the market continues to evolve, with major players like Google Stadia, Microsoft xCloud, and NVIDIA GeForce Now investing heavily in the development and expansion of their cloud gaming services. Additionally, the increasing popularity of mobile cloud gaming further broadens the market's reach and potential for growth.
    

    What will be the Size of the Cloud Gaming Market during the forecast period?

    Get Key Insights on Market Forecast (PDF) Request Free Sample

    How is the Cloud Gaming Market Segmented and what are the key trends of market segmentation?

    The cloud gaming industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.

    Application
    
      Video streaming
      File streaming
    
    
    Device
    
      Gaming consoles
      Computing devices
      Smart TVs
      Mobile devices
    
    
    Service
    
      Gaming platform services
      Infrastructure
    
    
    Geography
    
      North America
    
        US
        Canada
    
    
      Europe
    
        France
        Germany
        Italy
        UK
    
    
      APAC
    
        China
        India
        Japan
        South Korea
    
    
      Rest of World (ROW)
    

    By Application Insights

    The video streaming segment is estimated to witness significant growth during the forecast period.

    Cloud gaming is a dynamic and evolving market that allows players to access games over the Internet without the need for local installation. Providers utilize video streaming technology to deliver real-time gameplay, enabling high-quality gaming on various devices. One popular video streaming approach is remote game processing, where the game runs on a distant data center, and players receive compressed video streams and input data in real time. Multi-player game support is a significant trend, with an increasing number of users opting for social gaming experiences. Subscription revenue models are prevalent, providing flexible access to a vast library of games.

    Data center capacity expansion is essential to accommodate the growing demand for cloud gaming services. Input lag reduction techniques, such as adaptive bitrate streaming and game streaming protocols, enhance user experience by minimizing latency. The integration of 5G network infrastructure and edge computing deployment further reduces latency and improves overall performance. Augmented reality (AR) and virtual reality (VR) integration offer immersive gaming experiences, while frame rate consistency and input device compatibility ensure optimal gameplay. Software-defined networking, network bandwidth optimization, and video encoding codecs facilitate efficient data transfer and processing. Game data compression and network slicing techniques improve the overall efficiency of cloud gaming platforms.

    Request Free Sample

    The Video streaming segment was valued at USD 2.65 billion in 2019 and showed a gradual increase during the forecast period.

    GPU cloud rendering and cloud server infrastructure ensure high-performance graphics. High-bandwidth networks and real-time data processing enable seamless game streaming services. Scalable cloud solutions and cross-platform compatibility cater to diverse user needs. User experience metrics, such as latency measurement tools and digital rights management, ensure a high-quality gaming experience and content protection. According to recent reports, the market currently accounts for approximately 2% of the global gaming market. Industry experts anticipate a significan

Share
FacebookFacebook
TwitterTwitter
Email
Click to copy link
Link copied
Close
Cite
Jessica Clement (2025). Video gaming ARPU worldwide 2020-2030, by segment [Dataset]. https://www.statista.com/topics/1680/gaming/
Organization logo

Video gaming ARPU worldwide 2020-2030, by segment

Explore at:
54 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Jun 6, 2025
Dataset provided by
Statistahttp://statista.com/
Authors
Jessica Clement
Description

Significant fluctuations are estimated for all segments over the forecast period for the average revenue per user. The average revenue per user decreases towards the end of the forecast period only in the segment Physically Sold Video Games, while the remaining segments follow a positive trend. The difference between 2020 and 2030 amounts to an absolute value of 2.15 U.S. dollars. Find further statistics on other topics such as a comparison of countries or regions regarding the revenue and a comparison of the penetration rate in Norway.The Statista Market Insights cover a broad range of additional markets.

Search
Clear search
Close search
Google apps
Main menu