100+ datasets found
  1. Weekly gaming hours of adults in the U.S. 2025

    • statista.com
    Updated Dec 17, 2025
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista Research Department (2025). Weekly gaming hours of adults in the U.S. 2025 [Dataset]. https://www.statista.com/topics/3070/us-gamers/
    Explore at:
    Dataset updated
    Dec 17, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    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.

  2. Video gaming ARPU worldwide 2018-2030, by segment

    • statista.com
    Updated Feb 27, 2026
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista Research Department (2026). Video gaming ARPU worldwide 2018-2030, by segment [Dataset]. https://www.statista.com/topics/1680/gaming/
    Explore at:
    Dataset updated
    Feb 27, 2026
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    In 2024, the gaming hardware segment of the games market achieved the highest average revenue per user worldwide, reaching approximately 1,705.65 U.S. dollars. The mobile games segment ranked second with an average revenue per user of about 59.27 U.S. dollars, while in-game advertising followed with around 58.16 U.S. dollars.

  3. Gaming Behavior and Demographics Dataset

    • kaggle.com
    zip
    Updated May 7, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    mzk.jess (2024). Gaming Behavior and Demographics Dataset [Dataset]. https://www.kaggle.com/datasets/mzkjess/gaming-behavior-and-demographics-dataset
    Explore at:
    zip(1127 bytes)Available download formats
    Dataset updated
    May 7, 2024
    Authors
    mzk.jess
    License

    https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/

    Description

    Data Description - gender - birth year - gamer : if the respondent has played video games in the past few week - League of Legends : yes or no - Rocket League : yes or no - Valorant : yes or no - Fortnite : yes or no - Minecraft : yes or no - Genshin Impact : yes or no - The Sims : yes or no - game hours : less than 1 hour, 1-5 hours, 5-20 hours, 20-50 hours, more than 50 hours - romantic : single or in a relationship - go out : on a scale from 1 to 4 (1 = never going out, 4 = always going out)

    Dataset collected through a questionnaire distributed on Discord groups.

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

    • statista.com
    Updated Nov 27, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). UK gaming reach 2013-2024, by age group and gender [Dataset]. https://www.statista.com/statistics/300513/gaming-by-demographic-group-uk/
    Explore at:
    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United Kingdom
    Description

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

  5. S

    Mobile Games Statistics 2026: 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 2026: 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

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

    Time period covered
    Jan 1, 2024 - Dec 31, 2026
    Area covered
    Earth, Worldwide
    Description

    Discover key mobile games statistics, including user growth, revenue trends, top genres, engagement metrics, and global market share!

  6. 🎮 Predict Online Gaming Behavior Dataset

    • kaggle.com
    zip
    Updated Jun 21, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Rabie El Kharoua (2024). 🎮 Predict Online Gaming Behavior Dataset [Dataset]. https://www.kaggle.com/datasets/rabieelkharoua/predict-online-gaming-behavior-dataset
    Explore at:
    zip(925401 bytes)Available download formats
    Dataset updated
    Jun 21, 2024
    Authors
    Rabie El Kharoua
    License

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

    Description

    Overview:

    This dataset captures comprehensive metrics and demographics related to player behavior in online gaming environments. It includes variables such as player demographics, game-specific details, engagement metrics, and a target variable reflecting player retention.

    Features:

    • PlayerID: Unique identifier for each player.
    • Age: Age of the player.
    • Gender: Gender of the player.
    • Location: Geographic location of the player.
    • GameGenre: Genre of the game the player is engaged in.
    • PlayTimeHours: Average hours spent playing per session.
    • InGamePurchases: Indicates whether the player makes in-game purchases (0 = No, 1 = Yes).
    • GameDifficulty: Difficulty level of the game.
    • SessionsPerWeek: Number of gaming sessions per week.
    • AvgSessionDurationMinutes: Average duration of each gaming session in minutes.
    • PlayerLevel: Current level of the player in the game.
    • AchievementsUnlocked: Number of achievements unlocked by the player.
    • EngagementLevel: Categorized engagement level reflecting player retention ('High', 'Medium', 'Low').

    Target Variable:

    • EngagementLevel: Indicates the level of player engagement categorized as 'High', 'Medium', or 'Low'.

    Potential Applications:

    • Predictive modeling of player retention and engagement patterns.
    • Analysis of factors influencing player behavior and game performance.
    • Optimization of game design, marketing strategies, and player experience enhancements.

    Usage:

    This dataset is suitable for exploring patterns in online gaming behavior, developing machine learning models for player engagement prediction, and conducting research in gaming analytics.

    Dataset Usage and Attribution Notice:

    This dataset, shared by Rabie El Kharoua, is original and has never been shared before. It is made available under the CC BY 4.0 license, allowing anyone to use the dataset in any form as long as proper citation is given to the author. A DOI is provided for proper referencing. Please note that duplication of this work within Kaggle is not permitted.

    Exclusive Synthetic Dataset

    This dataset is synthetic and was generated for educational purposes, making it ideal for data science and machine learning projects. It is an original dataset, owned by Mr. Rabie El Kharoua, and has not been previously shared. You are free to use it under the license outlined on the data card. The dataset is offered without any guarantees. Details about the data provider will be shared soon.

  7. b

    Mobile Game Demographics Data (2026)

    • businessofapps.com
    Updated Nov 21, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Business of Apps (2024). Mobile Game Demographics Data (2026) [Dataset]. https://www.businessofapps.com/data/mobile-game-demographics-data/
    Explore at:
    Dataset updated
    Nov 21, 2024
    Dataset authored and provided by
    Business of Apps
    License

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

    Description

    Games are the most popular app category on both app stores, accounting for about 59 percent of the consumer spending on app and 37 percent of all app downloads. Inside of the gaming category, there...

  8. Rea Games Clear Dataset

    • kaggle.com
    zip
    Updated Oct 16, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Batuhan Şahan (2024). Rea Games Clear Dataset [Dataset]. https://www.kaggle.com/datasets/brsahan/rea-games-clear-dataset
    Explore at:
    zip(1282031 bytes)Available download formats
    Dataset updated
    Oct 16, 2024
    Authors
    Batuhan Şahan
    License

    MIT Licensehttps://opensource.org/licenses/MIT
    License information was derived automatically

    Description

    The Rea Games dataset provides valuable insights into the gaming industry, offering detailed data on game sales, player demographics, and user engagement. This dataset is designed for exploratory data analysis (EDA) to uncover patterns and trends within the gaming sector, helping analysts, game developers, and industry researchers better understand player behavior, revenue drivers, and popular game genres.

    Dataset Overview:

    Game Sales: Detailed information on sales figures for various games, allowing for revenue analysis and trend identification. Player Demographics: Data on player age, gender, and region, enabling segmentation and targeted analysis. User Engagement Metrics: Information on player engagement levels, such as playtime, frequency, and in-game purchases, providing insights into player retention and monetization strategies. Game Categories: Classification of games by genre, platform, and popularity to identify trends across different segments of the gaming market. Columns:

    game_id: Unique identifier for each game in the dataset. game_title: Name of the game. genre: Game genre/category (e.g., action, adventure, simulation). platform: Platform on which the game is available (e.g., PC, console, mobile). release_date: Release date of the game. sales: Sales figures for each game, either in units or revenue. player_age: Age of the player engaging with the game. player_gender: Gender of the player (e.g., Male, Female). region: Geographic region where the game is popular or sold. playtime: Average playtime or engagement hours per player. in_game_purchases: Amount or count of in-game purchases made by players. Possible Use Cases:

    Sales Trend Analysis: Track sales trends over time to identify popular games and profitable genres. Player Demographic Analysis: Segment players by age, gender, and location for targeted marketing. User Engagement Analysis: Explore player engagement metrics to improve retention and in-game purchases. Genre Popularity: Analyze which game genres are most popular across different platforms and demographics. This dataset is a valuable resource for data scientists, marketers, and game developers who want to make data-driven decisions in the gaming industry. By examining sales, demographics, and engagement metrics, users can gain insights to optimize game development, marketing strategies, and monetization efforts.

  9. S

    Cross‑Platform Gaming Statistics 2026: What’s Driving Multi‑Device...

    • sqmagazine.co.uk
    Updated Dec 22, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    SQ Magazine (2025). Cross‑Platform Gaming Statistics 2026: What’s Driving Multi‑Device Engagement [Dataset]. https://sqmagazine.co.uk/cross-platform-gaming-statistics/
    Explore at:
    Dataset updated
    Dec 22, 2025
    Dataset authored and provided by
    SQ Magazine
    License

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

    Time period covered
    Jan 1, 2024 - Dec 31, 2026
    Area covered
    Worldwide, Earth
    Description

    Unlock top Cross‑Platform Gaming Statistics to understand player habits, device shifts, and growth insights that boost your strategic edge.

  10. M

    Cloud Gaming Statistics By Remote (2026)

    • scoop.market.us
    Updated Jan 21, 2026
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Market.us Scoop (2026). Cloud Gaming Statistics By Remote (2026) [Dataset]. https://scoop.market.us/cloud-gaming-statistics/
    Explore at:
    Dataset updated
    Jan 21, 2026
    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

    Cloud Gaming Statistics: Cloud gaming, game streaming, or cloud-based gaming. It represents a transformative shift in the gaming industry. They are utilizing cloud computing infrastructure to deliver video games directly to players via the internet.

    Unlike traditional gaming, where games are locally processed, cloud gaming leverages remote data centers. Executing games on powerful servers and streaming video and audio outputs to players' devices in real-time.

    With advancements in infrastructure, streaming technology, and input methods. Cloud gaming has evolved from early experiments to mainstream adoption, attracting tech giants like Google and Microsoft.

    It offers increased accessibility, cross-platform play, and scalability. Fundamentally reshaping how we engage with and access video games while impacting the broader gaming landscape.

    https://scoop.market.us/wp-content/uploads/2023/10/Cloud-Gaming-Statistics.png" alt="Cloud Gaming Statistics" class="wp-image-37760">
  11. Hours spent on playing video games per week in the U.S. 2025

    • statista.com
    Updated Dec 17, 2025
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista Research Department (2025). Hours spent on playing video games per week in the U.S. 2025 [Dataset]. https://www.statista.com/topics/3070/us-gamers/
    Explore at:
    Dataset updated
    Dec 17, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Area covered
    United States
    Description

    When asked about "Hours spent on playing video games per week", 30 percent of U.S. respondents answer "1 to 5 hours". This online survey was conducted in 2025, among 15,497 consumers. Looking to gain valuable insights about video gamers worldwide? Check out our reports on customers of video game stores and subscription services. These reports give readers a thorough picture of the people who use these platforms, including their identities, preferences, opinions, and methods of communication.

  12. Video Game Sales Dataset Updated -Extra Feat

    • kaggle.com
    zip
    Updated Feb 12, 2023
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Ibrahim Muhammad Naeem (2023). Video Game Sales Dataset Updated -Extra Feat [Dataset]. https://www.kaggle.com/datasets/ibriiee/video-games-sales-dataset-2022-updated-extra-feat/code
    Explore at:
    zip(487561 bytes)Available download formats
    Dataset updated
    Feb 12, 2023
    Authors
    Ibrahim Muhammad Naeem
    License

    https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/

    Description

    Video Games Sales Dataset

    About Dataset

    This Dataset provides up-to-date information on the sales performance and popularity of various video games worldwide. The data includes the name, platform, year of release, genre, publisher, and sales in North America, Europe, Japan, and other regions. It also features scores and ratings from both critics and users, including average critic score, number of critics reviewed, average user score, number of users reviewed, developer, and rating. This comprehensive and essential dataset offers valuable insights into the global video game market and is a must-have tool for gamers, industry professionals, and market researchers. by source

    More Datasets

    For more datasets, click here.

    Columns
    Column NameDescription
    NameThe name of the video game.
    PlatformThe platform on which the game was released, such as PlayStation, Xbox, Nintendo, etc.
    Year of ReleaseThe year in which the game was released.
    GenreThe genre of the video game, such as action, adventure, sports, etc.
    PublisherThe company responsible for publishing the game.
    NA SalesThe sales of the game in North America.
    EU SalesThe sales of the game in Europe.
    JP SalesThe sales of the game in Japan.
    Other SalesThe sales of the game in other regions.
    Global SalesThe total sales of the game across the world.
    Critic ScoreThe average score given to the game by professional critics.
    Critic CountThe number of critics who reviewed the game.
    User ScoreThe average score given to the game by users.
    User CountThe number of users who reviewed the game.
    DeveloperThe company responsible for developing the game.
    RatingThe rating assigned to the game by organizations such as the ESRB or PEGI.
    Research Ideas / Data Use
    • Market Analysis: The video game sales data can be used to analyze market trends and identify popular genres, platforms, and publishers. This can be useful for industry professionals to make informed decisions about game development and marketing strategies.
    • Sales Forecasting: The sales data can be used to forecast future trends and predict the success of upcoming games.
    • Consumer Insights: The data can be analyzed to gain insights into consumer preferences and buying habits, which can be used to tailor marketing strategies and improve customer satisfaction.
    • Comparison of Competitors: The data can be used to compare the sales performance of competing video games and identify market leaders.
    • Gaming Industry Performance: The data can be used to evaluate the overall performance of the gaming industry and track its growth over time.
    • Gaming Popularity by Region: The data can be analyzed to determine which regions are the largest markets for video games and which genres are most popular in each region.
    • Impact of Reviews: The data can be used to study the impact of critic and user reviews on sales and the relationship between scores and sales performance.
    • Gaming Trends over Time: The data can be used to identify trends in the gaming industry over time and to track the evolution of the market.
    • Gaming Demographics: The data can be used to analyze the demographic makeup of the gaming audience, including age, gender, and income.
    • Impact of Gaming Industry on the Economy: The data can be used to evaluate the impact of the gaming industry on the economy and to assess its contribution to job creation and economic growth.
    Acknowledgements

    if this dataset was used in your work or studies, please credit the original source Please Credit ↑ ⠀⠀⠀

  13. Video gamers in the United States 2025, by age

    • statista.com
    Updated Feb 3, 2026
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2026). Video gamers in the United States 2025, by age [Dataset]. https://www.statista.com/forecasts/1277856/video-game-users-age-market-usa/
    Explore at:
    Dataset updated
    Feb 3, 2026
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 2024 - Mar 2025
    Area covered
    United States
    Description

    As of March 2025, 26 percent of video gamers in the United States were aged 30 to 39 years, making this age group the biggest gamer demographic. Additionally, 24 percent of U.S. gaming audiences were aged 20 to 29 years.

  14. 🕹️ OnLiNe GaMiNg BeHaViOr InSiGhT 📊

    • kaggle.com
    zip
    Updated Dec 19, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Wasiq Ali (2025). 🕹️ OnLiNe GaMiNg BeHaViOr InSiGhT 📊 [Dataset]. https://www.kaggle.com/datasets/wasiqaliyasir/online-gaming-behavior-insight
    Explore at:
    zip(925403 bytes)Available download formats
    Dataset updated
    Dec 19, 2025
    Authors
    Wasiq Ali
    License

    MIT Licensehttps://opensource.org/licenses/MIT
    License information was derived automatically

    Description

    🎮🧠 Online Gaming Behavior Insights Dataset

    1. Overview

    The Online Gaming Behavior Insights Dataset provides a comprehensive view of player behavior patterns across different demographics, game genres, and engagement levels. This dataset is designed to support exploratory data analysis, behavioral analytics, and predictive modeling related to online gaming habits. It captures how players interact with games in terms of playtime, session frequency, difficulty preference, progression, and engagement intensity.

    With over 40,000 player records, this dataset is suitable for both beginner and advanced data science tasks, including visualization, clustering, classification, and behavioral trend analysis.

    2. Dataset Description

    The dataset contains 40,034 unique players, each represented by 13 features describing demographic attributes, gaming preferences, activity patterns, and engagement outcomes. It reflects realistic gaming scenarios where player behavior varies by age, gender, location, game genre, and difficulty level.

    Each row represents a single player profile, summarizing their average gaming behavior over a defined observation period.

    3. Feature Details

    Below is a detailed explanation of each column:

    • PlayerID: Unique identifier assigned to each player
    • Age: Age of the player (numeric)
    • Gender: Gender of the player (Male / Female)
    • Location: Geographical region of the player (e.g., USA, Europe, Other)
    • GameGenre: Preferred game genre (Action, Strategy, Sports, etc.)
    • PlayTimeHours: Total hours spent playing games
    • InGamePurchases: Indicates whether the player made in-game purchases (0 = No, 1 = Yes)
    • GameDifficulty: Preferred difficulty level (Easy, Medium, Hard)
    • SessionsPerWeek: Average number of gaming sessions per week
    • AvgSessionDurationMinutes: Average duration of each gaming session in minutes
    • PlayerLevel: Current progression level of the player
    • AchievementsUnlocked: Total number of achievements unlocked by the player
    • EngagementLevel: Overall engagement classification (Low, Medium, High)

    4. Key Insights & Observations

    • Players with higher session frequency and longer session durations tend to fall into the High Engagement category.
    • Action and Strategy genres show higher average playtime compared to other genres.
    • Players with higher player levels and more achievements unlocked demonstrate stronger engagement patterns.
    • In-game purchases are more common among players with medium to high engagement, suggesting monetization correlation with activity intensity.
    • Younger players tend to have more frequent sessions, while older players show longer average session durations.
    • Game difficulty preference plays a role in engagement, with Medium and Hard difficulties often associated with higher progression levels.

    5. Results & Use Cases

    This dataset can be effectively used for: - Player engagement prediction
    - Behavioral segmentation and clustering
    - Game design optimization analysis
    - Monetization and in-game purchase behavior modeling
    - Exploratory data analysis and visualization projects
    - Machine learning classification (e.g., predicting engagement level)

    6. Conclusion

    The Online Gaming Behavior Insights Dataset offers a rich and realistic representation of player behavior in modern online games. Its balanced combination of demographic, behavioral, and performance-related features makes it highly valuable for data science experiments, academic research, and industry-level analytics.

    Whether you are exploring gaming trends, building predictive models, or creating compelling visual insights, this dataset provides a strong foundation for meaningful analysis.

  15. S

    Gen Z Gaming Platform Preferences Statistics 2026: 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 2026: 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

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

    Time period covered
    Jan 1, 2024 - Dec 31, 2026
    Area covered
    Worldwide, Earth
    Description

    Discover how Gen Z gaming platform preferences boost social connection, drive smarter spending, and shape gameplay across devices

  16. Top Games Dataset 🎮📊

    • kaggle.com
    zip
    Updated Aug 2, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    WAQAR ALI (2024). Top Games Dataset 🎮📊 [Dataset]. https://www.kaggle.com/datasets/waqi786/top-games-dataset
    Explore at:
    zip(78391 bytes)Available download formats
    Dataset updated
    Aug 2, 2024
    Authors
    WAQAR ALI
    License

    Apache License, v2.0https://www.apache.org/licenses/LICENSE-2.0
    License information was derived automatically

    Description

    This dataset provides an extensive collection of popular video games across various platforms and genres. It includes key details such as game titles, genres, platforms, release years, and user ratings, allowing for in-depth analysis of gaming trends and player preferences.

    With a diverse selection of games, this dataset reflects current industry trends, helping researchers, developers, and gaming enthusiasts explore popularity patterns, platform preferences, and genre evolution over time.

    📌 Key Features: 🕹️ Game Information: Game Title 🎮: The name of the game. Genre 🎭: The category of the game (e.g., Action, RPG, FPS, Strategy). Platform 🖥️🎮📱: The platform(s) the game is available on (e.g., PC, PlayStation, Xbox, Switch, Mobile). Release Year 📅: The year the game was released. Developer 🏢: The company or studio that developed the game. ⭐ Popularity & Reception: User Ratings 🌟: Average player ratings based on reviews. Metacritic Score 🎯: Professional critic score from Metacritic (if applicable). Total Sales (in millions) 💰: Estimated number of copies sold worldwide. 🎮 Additional Insights: Multiplayer Support 🔄: Whether the game offers multiplayer features (Yes/No). Game Mode 🎯: Single-player, Multiplayer, or Both. ESRB Rating 🔞: Age classification (E, T, M, etc.). 📊 Use Cases & Applications: 🔹 Analyzing gaming trends over time 🔹 Comparing the popularity of different game genres 🔹 Identifying top-selling games by platform 🔹 Understanding user preferences and ratings 🔹 Exploring relationships between game ratings and sales

    ⚠️ Important Note: This dataset is synthetically generated for educational and analytical purposes. It does not contain real proprietary data but is designed to resemble real-world gaming statistics.

  17. Subject demographics for adolescents with online gaming addiction (age...

    • plos.figshare.com
    • datasetcatalog.nlm.nih.gov
    xls
    Updated Jun 2, 2023
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Kai Yuan; Ping Cheng; Tao Dong; Yanzhi Bi; Lihong Xing; Dahua Yu; Limei Zhao; Minghao Dong; Karen M. von Deneen; Yijun Liu; Wei Qin; Jie Tian (2023). Subject demographics for adolescents with online gaming addiction (age range: 17–22 years) and control groups (age ranges: 17–21 years). [Dataset]. http://doi.org/10.1371/journal.pone.0053055.t001
    Explore at:
    xlsAvailable download formats
    Dataset updated
    Jun 2, 2023
    Dataset provided by
    PLOShttp://plos.org/
    Authors
    Kai Yuan; Ping Cheng; Tao Dong; Yanzhi Bi; Lihong Xing; Dahua Yu; Limei Zhao; Minghao Dong; Karen M. von Deneen; Yijun Liu; Wei Qin; Jie Tian
    License

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

    Description

    The education level was matched between the addiction group (education range: 12–13 years) and control group (education range: 12–13 years). The more detailed information, which was described as Mean ± SD (range: min-max), can be found in the table.

  18. Most used devices for video games in China 2025

    • statista.com
    Updated Feb 27, 2026
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista Research Department (2026). Most used devices for video games in China 2025 [Dataset]. https://www.statista.com/topics/1680/gaming/
    Explore at:
    Dataset updated
    Feb 27, 2026
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    When asked about "Most used devices for video games", most Chinese respondents pick "Smartphone" as an answer. 72 percent did so in our online survey in 2025.

  19. S

    PC Gaming Market Share and Usage Statistics 2026: 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 2026: 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

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

    Time period covered
    Jan 1, 2024 - Dec 31, 2026
    Area covered
    Worldwide, Earth
    Description

    Explore PC Gaming Market Share and Usage Statistics for crisp data, clear insights and actionable trends driving the industry’s growth.

  20. M

    Video Games Statistics By Gaming With Technology (2026)

    • scoop.market.us
    Updated Jan 19, 2026
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Market.us Scoop (2026). Video Games Statistics By Gaming With Technology (2026) [Dataset]. https://scoop.market.us/video-games-statistics/
    Explore at:
    Dataset updated
    Jan 19, 2026
    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

    Video Games Statistics: Video games have transformed into a worldwide cultural sensation, captivating diverse audiences across generations.

    The industry has seen the emergence of numerous titles boasting exceptional sales, solidifying their status as all-time best-selling video games.

    Beyond revenue generation, these games have wielded enduring influence over pop culture and entertainment engagement.

    The sales landscape has shifted from physical editions to digital dissemination. Platforms like consoles, PCs, and mobile devices are substantially impacting sales dynamics.

    https://scoop.market.us/wp-content/uploads/2023/09/Best-Selling-Video-Games-Statistics.png" alt="Best Selling Video Games Statistics" class="wp-image-37304">
Share
FacebookFacebook
TwitterTwitter
Email
Click to copy link
Link copied
Close
Cite
Statista Research Department (2025). Weekly gaming hours of adults in the U.S. 2025 [Dataset]. https://www.statista.com/topics/3070/us-gamers/
Organization logo

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

Explore at:
11 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Dec 17, 2025
Dataset provided by
Statistahttp://statista.com/
Authors
Statista Research Department
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.

Search
Clear search
Close search
Google apps
Main menu