18 datasets found
  1. Leading mobile game creative types worldwide 2024

    • statista.com
    Updated Jun 5, 2024
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    Statista Research Department (2024). Leading mobile game creatives worldwide 2024, by type [Dataset]. https://www.statista.com/topics/3436/gaming-monetization/
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    Dataset updated
    Jun 5, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    In the first half of 2024, video ads accounted for 77.8 percent of all mobile game advertising creatives on digital platforms worldwide. Images made 18.8 percent of all creatives.

  2. C

    China CN: Model Toy, Anime, Peripheral, Cosplay, Board Game: Tmall Online...

    • ceicdata.com
    Updated Feb 15, 2025
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    CEICdata.com (2025). China CN: Model Toy, Anime, Peripheral, Cosplay, Board Game: Tmall Online Sales: YoY: Market Share [Dataset]. https://www.ceicdata.com/en/china/taobao-and-tmall-online-sales-yoy-cultural-and-entertainment-article/cn-model-toy-anime-peripheral-cosplay-board-game-tmall-online-sales-yoy-market-share
    Explore at:
    Dataset updated
    Feb 15, 2025
    Dataset provided by
    CEICdata.com
    License

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

    Time period covered
    Sep 1, 2019 - Aug 1, 2020
    Area covered
    China
    Variables measured
    Domestic Trade
    Description

    China Model Toy, Anime, Peripheral, Cosplay, Board Game: Tmall Online Sales: YoY: Market Share data was reported at 0.000 % in Aug 2020. This records an increase from the previous number of -9.090 % for Jul 2020. China Model Toy, Anime, Peripheral, Cosplay, Board Game: Tmall Online Sales: YoY: Market Share data is updated monthly, averaging 11.110 % from Jun 2019 (Median) to Aug 2020, with 15 observations. The data reached an all-time high of 57.140 % in Jul 2019 and a record low of -18.180 % in May 2020. China Model Toy, Anime, Peripheral, Cosplay, Board Game: Tmall Online Sales: YoY: Market Share data remains active status in CEIC and is reported by Moojing Market Intelligence. The data is categorized under China Premium Database’s Consumer Goods and Services – Table CN.HTB: Taobao and Tmall Online Sales: YoY: Cultural and Entertainment Article.

  3. P

    Poland No of Listed Companies: WSE: Main Market: Trade and Services: Video...

    • ceicdata.com
    Updated Feb 15, 2025
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    CEICdata.com (2025). Poland No of Listed Companies: WSE: Main Market: Trade and Services: Video Games [Dataset]. https://www.ceicdata.com/en/poland/warsaw-stock-exchange-number-of-listed-companies/no-of-listed-companies-wse-main-market-trade-and-services-video-games
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    Dataset updated
    Feb 15, 2025
    Dataset provided by
    CEICdata.com
    License

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

    Time period covered
    Jul 1, 2017 - Jun 1, 2018
    Area covered
    Poland
    Variables measured
    Number of Listed Companies
    Description

    Poland Number of Listed Companies: WSE: Main Market: Trade and Services: Video Games data was reported at 7.000 Unit in Jun 2018. This stayed constant from the previous number of 7.000 Unit for May 2018. Poland Number of Listed Companies: WSE: Main Market: Trade and Services: Video Games data is updated monthly, averaging 6.000 Unit from Jan 2017 (Median) to Jun 2018, with 18 observations. The data reached an all-time high of 7.000 Unit in Jun 2018 and a record low of 6.000 Unit in Apr 2018. Poland Number of Listed Companies: WSE: Main Market: Trade and Services: Video Games data remains active status in CEIC and is reported by Warsaw Stock Exchange. The data is categorized under Global Database’s Poland – Table PL.Z008: Warsaw Stock Exchange: Number of Listed Companies.

  4. Casino Gaming Market Analysis North America, APAC, Europe, South America,...

    • technavio.com
    Updated Aug 15, 2024
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    Technavio (2024). Casino Gaming Market Analysis North America, APAC, Europe, South America, Middle East and Africa - US, China, France, Germany, Canada - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/casino-gaming-market-industry-analysis
    Explore at:
    Dataset updated
    Aug 15, 2024
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global
    Description

    Snapshot img

    Casino Gaming Market Size 2024-2028

    The casino gaming market size is forecast to increase by USD 43.3 billion at a CAGR of 3.2% between 2023 and 2028.

    The market is experiencing significant growth, driven by several key factors. Online gambling continues to gain popularity, with an increasing number of consumers preferring the convenience of playing from the comfort of their homes. Technological advancements, such as virtual reality (VR) and augmented reality (AR), are revolutionizing the industry by providing immersive gaming experiences. Tabletop games are also making a comeback, offering a blend of traditional and modern gaming. Mobile gaming is another trend, with smartphones becoming the preferred device for many gamblers. Additionally, blockchain technology is being explored for its potential to enhance security and transparency in online transactions.
    However, challenges persist, including the difficulties in securing online payments and the need for stricter regulations to ensure fair play and consumer protection. Overall, the market is poised for continued growth, fueled by technological innovation and evolving consumer preferences.
    

    What will be the Size of the Casino Gaming Market During the Forecast Period?

    Request Free Sample

    The market encompasses a diverse range of activities, including electronic gaming at licensed casinos, bingo games, and sports betting sites. Electronic gaming machines (EGMs) dominate the landscape, offering variations of slot machines, roulette, blackjack, poker, and other popular table games. Casinos function as both entertainment centers and integrated resorts, attracting domestic tourists and international visitors alike. 
    Gross gaming revenues reached record levels in recent years, driven by the growing popularity of non-junket markets. The market's expansion is not limited to offline gaming venues; online casino gambling has emerged as a significant force, offering convenience and accessibility to a global audience.
    Responsible gambling initiatives and efforts to address problem gambling remain crucial components of the industry's growth strategy. Despite regulatory challenges and competitive pressures, the market continues to thrive, offering a dynamic and evolving landscape for industry participants.
    

    How is this Casino Gaming Industry segmented and which is the largest segment?

    The casino gaming industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2024-2028, as well as historical data from 2018-2022 for the following segments.

    Type
    
      Land-based casino gaming
      Online casino gaming
    
    
    Product
    
      Slot machines
      Lottery ticket machines
      Electronic roulette
      Multiplayer game stations
      Gaming servers
    
    
    Casino Type
    
      Commercial
      Tribal
      Limited stakes
    
    
    Geography
    
      North America
    
        Canada
        US
    
    
      APAC
    
        China
    
    
      Europe
    
        Germany
        France
    
    
      South America
    
    
    
      Middle East and Africa
    

    By Type Insights

    The land-based casino gaming segment is estimated to witness significant growth during the forecast period.
    

    Land-based casino gaming continues to be a significant source of entertainment for consumers worldwide. Traditional games such as blackjack, roulette, poker, and craps remain popular in this segment. Casinos have emerged as popular tourist destinations, drawing visitors from various regions. The ambiance of casinos, characterized by neon lights and the sound of slot machines, contributes to an immersive experience. Social interaction and the physical environment further enhance the appeal. Electronic gaming machines (EGMs) and bingo games are also integral parts of land-based casinos. The global casino market encompasses licensed casinos, non-junket, and junket operations. Gross gaming revenues from casino gambling continue to grow, driven by the influx of domestic tourists and international travelers.

    Integrated resorts offer additional attractions like hotels, restaurants, live shows, and entertainment, making them more than just gaming venues. The advent of technology has led to the integration of mobile phones, blockchain technology, and cryptocurrency in casino gaming. Responsible gambling initiatives are a crucial aspect of the industry, ensuring a safe and enjoyable experience for all players.

    Get a glance at the Casino Gaming Industry report of share of various segments Request Free Sample

    The Land-based casino gaming segment was valued at USD 184.60 billion in 2018 and showed a gradual increase during the forecast period.

    Regional Analysis

    APAC is estimated to contribute 36% to the growth of the global market during the forecast period.
    

    Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.

    For more insights on the market share of vari

  5. Online Microtransaction Global Market Report 2025

    • thebusinessresearchcompany.com
    pdf,excel,csv,ppt
    Updated Jan 28, 2024
    + more versions
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    The Business Research Company (2024). Online Microtransaction Global Market Report 2025 [Dataset]. https://www.thebusinessresearchcompany.com/report/online-microtransaction-global-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jan 28, 2024
    Dataset authored and provided by
    The Business Research Company
    License

    https://www.thebusinessresearchcompany.com/privacy-policyhttps://www.thebusinessresearchcompany.com/privacy-policy

    Description

    Explore the Online Microtransaction Market trends! Covers key players, growth rate 10.7% CAGR, market size $129.76 Billion, and forecasts to 2034. Get insights now!

  6. M

    Software Publishers Market (By Type: Operating Systems & Productivity...

    • marketresearchstore.com
    pdf
    Updated Mar 7, 2025
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    Market Research Store (2025). Software Publishers Market (By Type: Operating Systems & Productivity Software, Publishing, Business Analytics & Enterprise Software, Database, Storage & Backup Software, Publishing, Video Game Software, Design, Editing & Rendering Software; By Application: Commercial, Personal) - Global Industry Analysis, Size, Share, Growth, Trends, Regional Outlook, and Forecast 2022 – 2028 [Dataset]. https://www.marketresearchstore.com/market-insights/software-publishers-market-828695
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Mar 7, 2025
    Dataset authored and provided by
    Market Research Store
    License

    https://www.marketresearchstore.com/privacy-statementhttps://www.marketresearchstore.com/privacy-statement

    Time period covered
    2022 - 2030
    Area covered
    Global
    Description

    Global Software Publishers Market is expanding from US$ 992.35 Billion in 2023 to US$ 2787.45 Billion by 2032 with a CAGR of 12.16%.

  7. C

    China CN: Model Toy, Anime, Peripheral, Cosplay, Board Game: Taobao Online...

    • ceicdata.com
    Updated Dec 15, 2020
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    CEICdata.com (2020). China CN: Model Toy, Anime, Peripheral, Cosplay, Board Game: Taobao Online Sales: YoY: Market Share [Dataset]. https://www.ceicdata.com/en/china/taobao-and-tmall-online-sales-yoy-cultural-and-entertainment-article/cn-model-toy-anime-peripheral-cosplay-board-game-taobao-online-sales-yoy-market-share
    Explore at:
    Dataset updated
    Dec 15, 2020
    Dataset provided by
    CEICdata.com
    License

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

    Time period covered
    Sep 1, 2019 - Aug 1, 2020
    Area covered
    China
    Variables measured
    Domestic Trade
    Description

    China Model Toy, Anime, Peripheral, Cosplay, Board Game: Taobao Online Sales: YoY: Market Share data was reported at -4.410 % in Aug 2020. This records an increase from the previous number of -20.000 % for Jul 2020. China Model Toy, Anime, Peripheral, Cosplay, Board Game: Taobao Online Sales: YoY: Market Share data is updated monthly, averaging -15.710 % from Jun 2019 (Median) to Aug 2020, with 15 observations. The data reached an all-time high of 24.190 % in Jan 2020 and a record low of -24.690 % in Oct 2019. China Model Toy, Anime, Peripheral, Cosplay, Board Game: Taobao Online Sales: YoY: Market Share data remains active status in CEIC and is reported by Moojing Market Intelligence. The data is categorized under China Premium Database’s Consumer Goods and Services – Table CN.HTB: Taobao and Tmall Online Sales: YoY: Cultural and Entertainment Article.

  8. C

    China CN: Model Toy, Anime, Peripheral, Cosplay, Board Game: Taobao and...

    • ceicdata.com
    Updated Aug 15, 2020
    + more versions
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    CEICdata.com (2020). China CN: Model Toy, Anime, Peripheral, Cosplay, Board Game: Taobao and Tmall Online Sales: Market Share [Dataset]. https://www.ceicdata.com/en/china/taobao-and-tmall-online-sales-cultural-and-entertainment-article/cn-model-toy-anime-peripheral-cosplay-board-game-taobao-and-tmall-online-sales-market-share
    Explore at:
    Dataset updated
    Aug 15, 2020
    Dataset provided by
    CEICdata.com
    License

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

    Time period covered
    Sep 1, 2019 - Aug 1, 2020
    Area covered
    China
    Variables measured
    Domestic Trade
    Description

    China Model Toy, Anime, Peripheral, Cosplay, Board Game: Taobao and Tmall Online Sales: Market Share data was reported at 0.370 % in Aug 2020. This records an increase from the previous number of 0.320 % for Jul 2020. China Model Toy, Anime, Peripheral, Cosplay, Board Game: Taobao and Tmall Online Sales: Market Share data is updated monthly, averaging 0.340 % from Jun 2019 (Median) to Aug 2020, with 15 observations. The data reached an all-time high of 0.440 % in Feb 2020 and a record low of 0.260 % in Jun 2020. China Model Toy, Anime, Peripheral, Cosplay, Board Game: Taobao and Tmall Online Sales: Market Share data remains active status in CEIC and is reported by Moojing Market Intelligence. The data is categorized under China Premium Database’s Consumer Goods and Services – Table CN.HTB: Taobao and Tmall Online Sales: Cultural and Entertainment Article.

  9. Leading mobile game genres worldwide 2023-2024, by share of advertisers

    • statista.com
    Updated Jun 5, 2024
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    Leading mobile game genres worldwide 2023-2024, by share of advertisers [Dataset]. https://www.statista.com/topics/3436/gaming-monetization/
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    Dataset updated
    Jun 5, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    Between January 2023 and June 2024, casual mobile game advertisers accounted for 28.59 percent of all mobile game advertisers on digital platforms worldwide. Puzzles ranked second, with 13.87 percent.

  10. Social Networking Market Analysis North America, APAC, Europe, South...

    • technavio.com
    Updated Feb 14, 2025
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    Technavio (2025). Social Networking Market Analysis North America, APAC, Europe, South America, Middle East and Africa - US, China, Japan, Canada, India, UK, Germany, France, Italy, Brazil - Size and Forecast 2025-2029 [Dataset]. https://www.technavio.com/report/social-networking-market-analysis
    Explore at:
    Dataset updated
    Feb 14, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    United States, Global
    Description

    Snapshot img

    Social Networking Market Size 2025-2029

    The social networking market size is forecast to increase by USD 312.3 billion at a CAGR of 21.6% between 2024 and 2029.

    The market is experiencing significant growth, driven by the increasing internet penetration worldwide. With more individuals gaining access to the internet, the number of social media users continues to rise, providing a vast audience for businesses to engage with. However, this market growth is not without challenges. Privacy concerns have emerged as a major obstacle, with users becoming increasingly wary of how their data is being collected and used. This trend is particularly prevalent in regions with stringent data protection regulations. Despite these challenges, social networking platforms continue to innovate and adapt to meet user demands and regulatory requirements. For instance, some companies are focusing on improving data security and privacy features to address user concerns. Others are exploring new revenue streams, such as e-commerce and subscription services, to diversify their offerings and mitigate the impact of declining organic reach on advertising revenues. Companies seeking to capitalize on the opportunities presented by the market must stay abreast of these trends and navigate privacy concerns effectively to succeed. Adopting a user-centric approach, investing in data security and privacy, and exploring new revenue streams are key strategies for companies looking to thrive in this dynamic market.

    What will be the Size of the Social Networking Market during the forecast period?

    Request Free SampleThe market continues to evolve, driven by the increasing number of smartphone users worldwide. This market encompasses various platforms, including messaging sites like Facebook Messenger and iMessage, as well as e-commerce platforms integrated with social media, such as Instagram. The business of apps has shifted towards a bottom-up approach, with independent databases and performance indicators becoming essential for B2C enterprises. In-app purchases and the purchase of apps themselves have become significant revenue streams. The market exhibits an s-curve function, with early adopters leading the way, followed by the mass market. The rise of 5G technology is expected to fuel further growth, enabling more experiences through 3D image context and real-time communication. However, data security concerns persist, necessitating security measures. National lockdowns have accelerated the shift towards online communities for various activities, including theatre, sports, art, music, and games. Overall, the market is a dynamic and evolving landscape, presenting both opportunities and challenges for businesses.

    How is this Social Networking Industry segmented?

    The social networking 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. TypeAdvertisingIn-app purchasePaid appsDistribution ChannelGoogleAppleServiceCommunicationEntertainmentSocializationMarketingCustomer servicePlatformWebsite-basedMobile appsHybrid platformsGeographyNorth AmericaUSCanadaAPACChinaIndiaJapanEuropeFranceGermanyItalyUKSouth AmericaBrazilMiddle East and Africa

    By Type Insights

    The advertising segment is estimated to witness significant growth during the forecast period.The market is experiencing significant growth, with the advertising segment leading the way in 2024. Social media advertising, which utilizes social media platforms to engage audiences, has gained popularity due to its ability to deliver highly targeted campaigns on social networking sites. Common advertising formats include static images, videos, stories, and messenger ads. The increasing use of social media for brand promotion and product awareness is driving market expansion. Furthermore, the rise of in-app purchases and the monetization of apps have contributed to the market's growth. A bottom-up approach, utilizing independent databases and performance indicators, reveals that smartphone users are the primary consumers, with a growing preference for cloud-based apps on Apple iOS-based devices. Consumer attitudes towards data security and privacy concerns are influencing market trends, with 5G technology and AI-based libraries playing a crucial role in addressing these concerns. National lockdowns have accelerated the shift towards online communities, live streaming videos, and OTT platforms. Influencer marketing and customized photo collages are also emerging trends in the market. The business of apps, including e-commerce platforms like Facebook Shops, and Big Tech companies, continue to dominate the landscape. Exchange rates and

    Get a glance at the market report of share of various segments Request Free Sample

    The Advertising segment w

  11. C

    China CN: Model Toy, Anime, Peripheral, Cosplay, Board Game: Taobao and...

    • ceicdata.com
    Updated Dec 15, 2023
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    CEICdata.com (2023). China CN: Model Toy, Anime, Peripheral, Cosplay, Board Game: Taobao and Tmall Online Sales: MoM: Market Share [Dataset]. https://www.ceicdata.com/en/china/taobao-and-tmall-online-sales-mom-cultural-and-entertainment-article/cn-model-toy-anime-peripheral-cosplay-board-game-taobao-and-tmall-online-sales-mom-market-share
    Explore at:
    Dataset updated
    Dec 15, 2023
    Dataset provided by
    CEICdata.com
    License

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

    Time period covered
    Sep 1, 2019 - Aug 1, 2020
    Area covered
    China
    Variables measured
    Domestic Trade
    Description

    China Model Toy, Anime, Peripheral, Cosplay, Board Game: Taobao and Tmall Online Sales: MoM: Market Share data was reported at 15.630 % in Aug 2020. This records a decrease from the previous number of 23.080 % for Jul 2020. China Model Toy, Anime, Peripheral, Cosplay, Board Game: Taobao and Tmall Online Sales: MoM: Market Share data is updated monthly, averaging 0.000 % from Jun 2019 (Median) to Aug 2020, with 15 observations. The data reached an all-time high of 27.270 % in Jan 2020 and a record low of -27.270 % in Mar 2020. China Model Toy, Anime, Peripheral, Cosplay, Board Game: Taobao and Tmall Online Sales: MoM: Market Share data remains active status in CEIC and is reported by Moojing Market Intelligence. The data is categorized under China Premium Database’s Consumer Goods and Services – Table CN.HTB: Taobao and Tmall Online Sales: MoM: Cultural and Entertainment Article.

  12. Nintendo annual digital game sales 2018-2024

    • statista.com
    Updated Jan 15, 2025
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    Jessica Clement (2025). Nintendo annual digital game sales 2018-2024 [Dataset]. https://www.statista.com/topics/8260/console-gaming/
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    Dataset updated
    Jan 15, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    In the fiscal year ending March 2024, Nintendo generated approximately 443.3 billion yen through digital gaming sales. This includes sales of downloadable versions of packaged software, download-only software, add-on content and Nintendo Switch Online, and similar. During the measured period, digital sales accounted for 50.2 percent of the company's gaming software sales.

  13. Global gaming penetration Q3 2024, by country

    • statista.com
    Updated Mar 5, 2025
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    Statista (2025). Global gaming penetration Q3 2024, by country [Dataset]. https://www.statista.com/statistics/195768/global-gaming-reach-by-country/
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    Dataset updated
    Mar 5, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    According to a survey of global internet audiences in the third quarter of 2024, 83.6 percent of internet users played video games on any device. The Philippines had the highest video gaming usage reach, ranking first with a gaming penetration of 96.6 percent. Indonesia ranked second, with 96.4 percent of responding internet users stating that they played video games. The United Kingdom and Japan ranked last, with 71.1 and 64.4 percent of internet users, respectively, reporting their participation in video gaming. The impact of mobile gaming The global gaming penetration among online users was over 83 percent, highlighting how much of a mainstream hobby gaming has become. Additionally, as shown by the many mobile-first digital markets with strong gaming reach, the impact of readily available mobile gaming devices cannot be overstated. A survey from the third quarter of 2024 found that smartphones were the most popular way to play video games worldwide, with more than 67 percent of respondents stating to play video games in such a way. This usage rate was miles ahead of second-ranked laptop or desktop PCs, which only 34 percent of global gamers stated to use. Who are the global gaming audiences? A survey conducted in the third quarter of 2023 found that 89.6 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 92.6 percent of male respondents in the same age group stated that they played video games. Gaming is a more popular activity among younger age groups, but even seven in ten respondents between 55 and 64 years old stated that they were gamers. Gaming genre preferences vary by age group, but overall, shooters and action-adventure games rank first in terms of popularity among users. Other popular gaming genres were simulation and sports games.

  14. I

    India ASI: No of Employees: Daily Average: Manufacturing: Games and Toys

    • ceicdata.com
    Updated Nov 15, 2019
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    CEICdata.com (2019). India ASI: No of Employees: Daily Average: Manufacturing: Games and Toys [Dataset]. https://www.ceicdata.com/en/india/annual-survey-of-industries-number-of-employees-daily-average-by-industries-nic-2008/asi-no-of-employees-daily-average-manufacturing-games-and-toys
    Explore at:
    Dataset updated
    Nov 15, 2019
    Dataset provided by
    CEICdata.com
    License

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

    Time period covered
    Mar 1, 2009 - Mar 1, 2013
    Area covered
    India
    Variables measured
    Employment
    Description

    India ASI: Number of Employees: Daily Average: Manufacturing: Games and Toys data was reported at 2,665.000 Person in 2013. This records an increase from the previous number of 2,171.000 Person for 2012. India ASI: Number of Employees: Daily Average: Manufacturing: Games and Toys data is updated yearly, averaging 2,936.000 Person from Mar 2009 (Median) to 2013, with 5 observations. The data reached an all-time high of 4,036.000 Person in 2009 and a record low of 2,171.000 Person in 2012. India ASI: Number of Employees: Daily Average: Manufacturing: Games and Toys data remains active status in CEIC and is reported by Labour Bureau Government of India. The data is categorized under India Premium Database’s Labour Market – Table IN.GBA022: Annual Survey of Industries: Number of Employees: Daily Average: by Industries: NIC 2008.

  15. I

    India ASI: Wages per Manday Worked: Contract Workers: Manufacturing: Games...

    • ceicdata.com
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    India ASI: Wages per Manday Worked: Contract Workers: Manufacturing: Games and Toys [Dataset]. https://www.ceicdata.com/en/india/annual-survey-of-industries-wages-per-manday-worked-contract-workers-by-industries-nic-2008/asi-wages-per-manday-worked-contract-workers-manufacturing-games-and-toys
    Explore at:
    Dataset provided by
    CEICdata.com
    License

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

    Time period covered
    Mar 1, 2009 - Mar 1, 2013
    Area covered
    India
    Variables measured
    Wage/Earnings
    Description

    India ASI: Wages per Manday Worked: Contract Workers: Manufacturing: Games and Toys data was reported at 186.490 INR in 2013. This records an increase from the previous number of 101.020 INR for 2012. India ASI: Wages per Manday Worked: Contract Workers: Manufacturing: Games and Toys data is updated yearly, averaging 169.390 INR from Mar 2009 (Median) to 2013, with 5 observations. The data reached an all-time high of 315.360 INR in 2011 and a record low of 101.020 INR in 2012. India ASI: Wages per Manday Worked: Contract Workers: Manufacturing: Games and Toys data remains active status in CEIC and is reported by Labour Bureau Government of India. The data is categorized under India Premium Database’s Labour Market – Table IN.GBB053: Annual Survey of Industries: Wages per Manday Worked: Contract Workers: by Industries: NIC 2008.

  16. s

    Total attendance National Football League regular season games 2008-2023

    • statista.com
    Updated Mar 6, 2025
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    Christina Gough (2025). Total attendance National Football League regular season games 2008-2023 [Dataset]. https://www.statista.com/topics/963/national-football-league/
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    Dataset updated
    Mar 6, 2025
    Dataset provided by
    Statista Research Department
    Authors
    Christina Gough
    Description

    Total attendance at National Football League (NFL) games reached a record 18.85 million fans across the regular season in 2023. This high came represented continued growth in attendance following the significantly low turnout in the 2020 season when many games were played behind closed doors as a result of the coronavirus (COVID-19) pandemic.

    Attendance at NFL games Over the last few years the total attendance at regular season games of the National Football League has consistently been at more than 18 million per season. The NFL is composed of 32 teams and each team plays a minimum of eight home games during the regular season for a total of 256 games per season. The average attendance at National Football League games was at around 69,500 in the 2023 season.

    Dallas Cowboys drew record crowds In 2023, the Dallas Cowboys drew the most spectators to their home games with a total attendance of more than 748 thousand. The Cowboys also had the highest average attendance that season with around 93,600 people attending each home game. The average price for a ticket to an NFL game was at 120.94 U.S. dollars in 2023. On average, tickets to Las Vegas Raiders games were the most expensive (168.83 U.S. dollars), while tickets for Arizona Cardinals games were the least expensive, with an average price of 98.54 U.S. dollars.

  17. I

    India ASI: No of Workers: Daily Average: Manufacturing: Games and Toys

    • ceicdata.com
    Updated Mar 11, 2018
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    CEICdata.com (2018). India ASI: No of Workers: Daily Average: Manufacturing: Games and Toys [Dataset]. https://www.ceicdata.com/en/india/annual-survey-of-industries-number-of-workers-daily-average-by-industries-nic-2008/asi-no-of-workers-daily-average-manufacturing-games-and-toys
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    Dataset updated
    Mar 11, 2018
    Dataset provided by
    CEICdata.com
    License

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

    Time period covered
    Mar 1, 2009 - Mar 1, 2013
    Area covered
    India
    Variables measured
    Employment
    Description

    India ASI: Number of Workers: Daily Average: Manufacturing: Games and Toys data was reported at 1,935.000 Person in 2013. This records an increase from the previous number of 1,657.000 Person for 2012. India ASI: Number of Workers: Daily Average: Manufacturing: Games and Toys data is updated yearly, averaging 2,375.000 Person from Mar 2009 (Median) to 2013, with 5 observations. The data reached an all-time high of 3,103.000 Person in 2009 and a record low of 1,657.000 Person in 2012. India ASI: Number of Workers: Daily Average: Manufacturing: Games and Toys data remains active status in CEIC and is reported by Labour Bureau Government of India. The data is categorized under India Premium Database’s Labour Market – Table IN.GBA025: Annual Survey of Industries: Number of Workers: Daily Average: by Industries: NIC 2008.

  18. s

    Regular season home attendance of National Football League teams 2023

    • statista.com
    Updated Mar 6, 2025
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    Christina Gough (2025). Regular season home attendance of National Football League teams 2023 [Dataset]. https://www.statista.com/topics/963/national-football-league/
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    Dataset updated
    Mar 6, 2025
    Dataset provided by
    Statista Research Department
    Authors
    Christina Gough
    Description

    The Dallas Cowboys had the highest total home attendance during the NFL regular season in 2023, with 748,755 spectators attending their eight regular season home games. Meanwhile, the Chicago Bears had the lowest home attendance figures during that same season. The only other NFL team to exceed 700,000 spectators in 2023 was the New York Jets.

    How much do fans pay for beer at an NFL game?

    For many attendees, no football game is complete without concessions such as hotdogs, hamburgers, and cold beer. Prices for beer vary across NFL stadiums; one beer sold for 66 cents per ounce at Dallas Cowboys games during the 2023 season. Meanwhile, the team with the highest price per ounce of beer that season was the Philadelphia Eagles.

    The stars of the Lone Star State

    The Cowboys were deemed “America’s Team” in 1978 after having won two Super Bowls that same decade. Although the team has not won another title since defeating the Pittsburgh Steelers in 1996, the Cowboys remain a financial success. The annual revenue of the Dallas Cowboys amounted to nearly 1.4 billion U.S. dollars in 2022, and the team’s franchise value totaled nine billion in 2023.

  19. Not seeing a result you expected?
    Learn how you can add new datasets to our index.

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Statista Research Department (2024). Leading mobile game creatives worldwide 2024, by type [Dataset]. https://www.statista.com/topics/3436/gaming-monetization/
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Leading mobile game creative types worldwide 2024

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Dataset updated
Jun 5, 2024
Dataset provided by
Statistahttp://statista.com/
Authors
Statista Research Department
Description

In the first half of 2024, video ads accounted for 77.8 percent of all mobile game advertising creatives on digital platforms worldwide. Images made 18.8 percent of all creatives.

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