The Arlington Profile combines countywide data sources and provides a comprehensive outlook of the most current data on population, housing, employment, development, transportation, and community services. These datasets are used to obtain an understanding of community, plan future services/needs, guide policy decisions, and secure grant funding. A PDF Version of the Arlington Profile can be accessed on the Arlington County website.
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Annual National Sports Competition Award Winning Cities and Counties List
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China Lottery Sales: Sport: Game Quiz data was reported at 26,004.545 RMB mn in Mar 2025. This records an increase from the previous number of 17,631.829 RMB mn for Feb 2025. China Lottery Sales: Sport: Game Quiz data is updated monthly, averaging 6,095.588 RMB mn from Jan 2008 (Median) to Mar 2025, with 207 observations. The data reached an all-time high of 42,994.681 RMB mn in Dec 2022 and a record low of 0.000 RMB mn in Feb 2020. China Lottery Sales: Sport: Game Quiz data remains active status in CEIC and is reported by Ministry of Finance. The data is categorized under China Premium Database’s Government and Public Finance – Table CN.FO: Government Finance: Lottery Sales.
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The top 40 important keyword of game industry in 2020.
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Pakistan Customs Revenue: Toys, Games & Sports Goods data was reported at 290.950 PKR mn in Jan 2018. This records an increase from the previous number of 224.570 PKR mn for Dec 2017. Pakistan Customs Revenue: Toys, Games & Sports Goods data is updated monthly, averaging 21.485 PKR mn from Jun 1995 (Median) to Jan 2018, with 270 observations. The data reached an all-time high of 290.950 PKR mn in Jan 2018 and a record low of 0.000 PKR mn in Apr 2005. Pakistan Customs Revenue: Toys, Games & Sports Goods data remains active status in CEIC and is reported by Federal Board of Revenue. The data is categorized under Global Database’s Pakistan – Table PK.F012: Federal Government Custom Revenue.
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This table contains 336 series, with data for years 1997 - 2009 (not all combinations necessarily have data for all years). This table contains data described by the following dimensions (Not all combinations are available): Geography (14 items: Canada; Newfoundland and Labrador; Prince Edward Island; Nova Scotia; ...); Household spending, games of chance (6 items: Games of chance (net of winnings); Government-run lotteries; Casinos, slot machines, and video lottery terminals; Bingos; ...); Statistics (4 items: Average expenditure; Percent of households reporting; Estimated number of households reporting; Median expenditure per household reporting).
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The China gaming market, a colossal industry projected to reach $66.13 billion in 2025, is experiencing robust growth, fueled by a burgeoning gamer population and technological advancements. A compound annual growth rate (CAGR) of 7.63% from 2019 to 2024 indicates a consistently expanding market. Key drivers include the increasing accessibility of mobile gaming, the rising popularity of esports, and the continuous evolution of game technology offering immersive experiences. While government regulations, such as the suspension of gaming licenses in certain periods, have acted as temporary restraints, the market's inherent resilience and the massive user base ensure sustained growth. The mobile gaming segment dominates, followed by PC and console games, reflecting the widespread smartphone penetration in China. The diverse age and gender demographics of gamers further broaden the market's potential. Leading companies like Tencent Holdings, NetEase Inc., and Perfect World Games play crucial roles, demonstrating a mix of domestic and international players. Analyzing the top-performing Android and iOS games reveals crucial trends in user preferences and market demand, which inform development strategies for future game releases. The forecast period from 2025 to 2033 anticipates continued expansion, with the mobile gaming sector remaining a key growth driver. Factors like the improving infrastructure for online gaming, increasing disposable income, and the continued evolution of game genres will further contribute to market growth. However, maintaining sustainable growth will depend on adapting to evolving regulations, fostering innovation within the gaming industry, and understanding shifts in consumer preferences. Competition within the market remains fierce, with both established players and innovative newcomers striving for market share. Continuous monitoring of demographic trends and technological advancements will be crucial for companies seeking long-term success in the dynamic Chinese gaming market. This comprehensive report provides an in-depth analysis of the dynamic China gaming market, offering crucial insights for businesses and investors navigating this lucrative yet complex landscape. With a study period spanning 2019-2033, a base year of 2025, and a forecast period from 2025-2033, this report leverages historical data (2019-2024) to paint a clear picture of current trends and future projections. We examine key segments, including mobile gaming, PC gaming, and console gaming, providing detailed market sizing and forecasts in millions of units. Recent developments include: September 2022: Tencent Holdings and NetEase, two of China's largest video game companies, got approval to launch new paid games for the first time since July last year, indicating Beijing's relaxation of a two-year crackdown on the tech sector. Seventy-three online games, including 69 mobile games, were given publishing licenses by the National Press and Publication Administration. Licenses were also granted to CMGE Technology Group., Leiting, XD Inc, and Zhong Qing Bao., August 2022: NetEase Inc., a Chinese internet and online gaming services company, announced the acquisition of Quantic Dream SA, an independent video game developer, by its games division, NetEase Games. Quantic Dream will remain separate, focused on producing and releasing video games across all platforms and supporting and publishing third-party created products while using NetEase's enormous game development skills.. Key drivers for this market are: Rapid Advancement in Technological Developments. Potential restraints include: Fluctuating Government Regulations Regarding Gaming Industry. Notable trends are: Mobile Games Occupies the Largest Market Share.
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Released under formal Government Information Public Access (GIPA).\r \r Application to the Department of Customer Services (DCS) - GIPR19/386.
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The top 40 important keywords of the game industry in 2019.
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Ukraine's anti-government protests in 2013-2014, and the ensuing removal of President Yanukovich, raised much speculation about Russia's role in the outcome of the crisis, as well as more general questions related to third-party influence on domestic protests and repression. Does third-party assistance to the government increase the level of government repression or deter protesters? Does the leader removal indicate that foreign involvement was a failure? Or can a third party gain from involvement, even if its protégé leader is removed from power? We model external influence on the onset of protests and repression as a game between the government, the protesters, and a third party that supports the government. The main finding is that a third party may "bankroll'' repression against the protesters, even at the risk of the removal of their protégé leader, with the goal of deterring future protests within its sphere of interest.
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Released under formal Government Information Public Access (GIPA).
Application to the Department of Customer Services (DCS) - GIPR19/386.
The UK Betting and Gaming Statistics National Statistics release presents statistics from the 7 different gambling regimes administered by HM Revenue and Customs (HMRC):
Included within this release are monthly tax receipts statistics for all 7 regimes and monthly liabilities statistics for Machine Games Duty.
Published every 6 months, the April release presents new data from the preceding October to March period and October’s release presents data from the preceding April to September. The timing of the next publication is currently subject to the HMRC statistics consultation.
https://webarchive.nationalarchives.gov.uk/ukgwa/20210507175836/https://www.gov.uk/government/statistics/uk-betting-and-gaming-statistics" class="govuk-link">Archive versions of the Betting and Gaming Statistics published on GOV.UK after April 2019 are no longer hosted on GOV.UK and are instead available via the UK Government Web Archive, from the National Archives.
https://webarchive.nationalarchives.gov.uk/ukgwa/20220801103640/https:/www.uktradeinfo.com/trade-data/tax-and-duty-bulletins/" class="govuk-link">Archive versions of the Betting and Gaming Statistics published between 2008 and April 2019 are found on the archived UK Trade Info website, accessed via the National Archives.
Users should note that between 2008 and April 2019, the statistical release was called the ‘Betting and Gaming Bulletin’.
Further details for this statistical release, including data suitability and coverage, are included within the UK Betting and Gaming Statistics quality report.
Winning Numbers for New York’s Lotto game by draw date
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The Dead Game (non-hunt mortality) database tracks mortalities for big game in NB not related to hunting or trapping. Each mortality record indicates the cause of mortality, such as: Vehicular, Predators, Humans, and Disease/Starvation. Latitude and Longitude coordinates are specified beginning in 2011. Other attributes include: Species, Sex, Age Class, Actual age, Death Date, Date Collected, Wildlife Management Zone, ERD Office, ERD Region, Fetuses present, Highway Number (if applicable), and general location. Data included from 2011 to April 2018.
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The China cloud gaming technology market is experiencing robust growth, fueled by increasing smartphone penetration, expanding high-speed internet access, and a burgeoning appetite for interactive entertainment. The market's Compound Annual Growth Rate (CAGR) of 20.2% from 2019 to 2024 indicates significant potential. While precise market size figures for 2025 are unavailable, extrapolating from the provided CAGR and assuming a 2024 market size of approximately $5 billion (a reasonable estimate given the growth rate and the size of the Chinese gaming market), the 2025 market size could be estimated around $6 billion. The forecast period (2025-2033) projects continued expansion, driven by advancements in 5G technology, improved cloud infrastructure, and the ongoing development of more immersive and engaging cloud gaming experiences. Key market segments include video streaming and file streaming across devices like IPTV, smartphones, computers, consoles, and connected TVs. Major players like Tencent Holdings, NetEase Inc., and Perfect World Games are driving innovation and competition, while potential restraints include data costs, network latency issues in certain regions, and regulatory considerations. The dominance of mobile gaming in China is a key factor influencing the market's development, with smartphones representing a large portion of the user base. The market is segmented geographically, with China naturally dominating. Future growth will likely be influenced by the success of cloud gaming subscription models, the adoption of advanced game streaming technologies, and the continued improvement of internet infrastructure across the country. The competitive landscape is marked by a mix of established gaming companies and emerging cloud gaming technology providers. Tencent's extensive ecosystem and NetEase's strong game development capabilities position them as key market leaders. However, smaller, more agile companies are also actively participating, focusing on niche segments or innovative technology. Successful companies will need to focus on delivering high-quality, low-latency streaming experiences, expanding their game libraries, and developing effective marketing strategies to attract and retain users. Government policies relating to online gaming and data privacy will also significantly impact the market's trajectory. The overall outlook remains positive, with the China cloud gaming market poised for substantial growth over the next decade, driven by technological advancements and evolving consumer preferences. This report provides a detailed analysis of the burgeoning China cloud gaming technology market, projecting significant growth from 2025 to 2033. It leverages data from the historical period (2019-2024), with 2025 serving as the base and estimated year. The report covers market size in millions, key players, and emerging trends, offering invaluable insights for investors, businesses, and stakeholders. Keywords: China cloud gaming market, cloud gaming technology, China gaming industry, cloud gaming revenue, mobile cloud gaming, China esports, cloud gaming market size, gaming technology trends. Recent developments include: November 2022: In an effort to find new development opportunities in the face of a downturn in its main online video game industry, Tencent said it would provide new cloud computing solutions targeted at foreign markets. The business will have a launch event for various cloud-based audio and video products, primarily targeted at markets outside of China. With China's economy slowing, Tencent has understood that it needs to find new avenues of development outside of China. A harsher regulatory environment at home is another challenge that Chinese IT companies confront, in addition to ongoing pressure from COVID-19 outbreaks., February 2022: At their launch event in China, Redmi unveiled the Redmi K50G, also known as the Redmi K50 Gaming Edition. The smartphone is powered by the most recent Snapdragon 8 Gen 1 SoC and has a number of features to increase performance and improve the gaming experience.. Key drivers for this market are: Rapid Advances in Technological Developments is Driving the Market Demand. Potential restraints include: Fluctuating Government Regulations Regarding Gaming Industry is Discouraging the Market Growth. Notable trends are: Growth of Smartphones to Drive the Market Demand.
Winning Numbers for New York’s Numbers and Win-4 games by draw date
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The accessible games market is experiencing significant growth, driven by increasing awareness of inclusivity and technological advancements. While precise market size figures aren't provided, considering the substantial player base of major gaming companies like EA, Ubisoft, and Microsoft, coupled with rising demand for assistive technologies, we can reasonably estimate the 2025 market size to be around $500 million. This is based on the prevalence of accessibility features in mainstream titles and the burgeoning market for specialized accessible games. A compound annual growth rate (CAGR) of 15% over the forecast period (2025-2033) is plausible, considering the increasing adoption of accessibility features and the expansion of the gaming audience to include individuals with disabilities. This growth is fueled by several key drivers: growing awareness of accessibility among game developers, advancements in assistive technologies such as AI-powered text-to-speech and speech-to-text, and increased regulatory pressure promoting inclusivity. Market segmentation reveals strong demand across various application areas (child and adult), with subtitles and closed captions, text-to-speech, and colorblind modes being the most popular types of accessibility features. While the market faces restraints like the high cost of developing accessible games and the potential for inconsistent implementation across titles, the overall trajectory points towards a consistently expanding market, particularly in regions like North America and Europe where awareness and adoption are highest. The significant players in the accessible gaming market, including Electronic Arts, Ubisoft, and Microsoft, are proactively integrating accessibility features into their games. This shows the market's maturity and growth potential. The regional distribution likely reflects higher disposable income and greater awareness of accessibility in developed regions such as North America and Europe. However, emerging markets in Asia-Pacific and other regions are expected to show rapid growth in the coming years due to rising internet penetration and increased accessibility awareness. This growth will be further accelerated by advancements in affordable technologies and increasing government support for inclusivity initiatives. The future of accessible gaming is bright, promising a more inclusive and enjoyable experience for a wider range of players. Further research into specific regional data and detailed sales figures of individual accessible games would provide even greater market clarity.
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Reports detail by gaming site: * gaming revenue * number of OLG employees * number of patrons * revenue to municipalities * OLG payroll * number of slot machines and table games by gaming facility *[OLG]: Ontario Lottery and Gaming Corporation
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Provide information for electronic gaming companies.
The Arlington Profile combines countywide data sources and provides a comprehensive outlook of the most current data on population, housing, employment, development, transportation, and community services. These datasets are used to obtain an understanding of community, plan future services/needs, guide policy decisions, and secure grant funding. A PDF Version of the Arlington Profile can be accessed on the Arlington County website.