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

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

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

  2. Global gaming penetration Q2 2025, by age and gender

    • statista.com
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    Statista, Global gaming penetration Q2 2025, by age and gender [Dataset]. https://www.statista.com/statistics/326420/console-gamers-gender/
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    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    A survey conducted in the second quarter of 2025 found that around 91.5 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 93 percent of male respondents in the same age group stated that they played video games. Worldwide, over 82 percent of internet users were gamers.

  3. Smartphone gamers in the United Kingdom 2025, by income

    • statista.com
    • abripper.com
    Updated Oct 25, 2024
    + more versions
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    Jessica Clement (2024). Smartphone gamers in the United Kingdom 2025, by income [Dataset]. https://www.statista.com/topics/8281/video-gamer-demographics-in-the-united-kingdom-uk/
    Explore at:
    Dataset updated
    Oct 25, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Area covered
    United Kingdom
    Description

    As of March 2025, 33 percent of smartphone gaming audiences in the United Kingdom were in the medium-income bracket. About 32 percent of smartphone gamers in the UK belonged to the low-income bracket.

  4. S

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

    • sqmagazine.co.uk
    Updated Oct 3, 2025
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    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...

  5. Video gamer penetration in the United Kingdom 2017-2030

    • statista.com
    • abripper.com
    Updated Oct 25, 2024
    + more versions
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    Jessica Clement (2024). Video gamer penetration in the United Kingdom 2017-2030 [Dataset]. https://www.statista.com/topics/8281/video-gamer-demographics-in-the-united-kingdom-uk/
    Explore at:
    Dataset updated
    Oct 25, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Area covered
    United Kingdom
    Description

    The penetration rate in the 'Games' segment of the media market in the United Kingdom was modeled to amount to 54.59 percent in 2024. Between 2017 and 2024, the penetration rate rose by 23.78 percentage points, though the increase followed an uneven trajectory rather than a consistent upward trend. The penetration rate will steadily rise by 6.94 percentage points over the period from 2024 to 2030, reflecting a clear upward trend.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Games.

  6. M

    Gaming Monetization Statistics 2025 By Income, Growth, Technology

    • scoop.market.us
    Updated Jan 14, 2025
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    Market.us Scoop (2025). Gaming Monetization Statistics 2025 By Income, Growth, Technology [Dataset]. https://scoop.market.us/gaming-monetization-statistics/
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    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">
  7. S

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

    • sqmagazine.co.uk
    Updated Aug 13, 2025
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    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...

  8. Discovering Hidden Trends in Global Video Games

    • kaggle.com
    zip
    Updated Dec 3, 2022
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    The Devastator (2022). Discovering Hidden Trends in Global Video Games [Dataset]. https://www.kaggle.com/datasets/thedevastator/discovering-hidden-trends-in-global-video-games
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    zip(57229 bytes)Available download formats
    Dataset updated
    Dec 3, 2022
    Authors
    The Devastator
    Description

    Discovering Hidden Trends in Global Video Games Sales

    Platforms, Genres, and Profitable Regions

    By Andy Bramwell [source]

    About this dataset

    This dataset contains sales data for video games from all around the world, across different platforms, genres and regions. From the thought-provoking latest release of RPGs to the thrilling adventures of racing games, this database provides an insight into what constitutes as a hit game in today’s gaming industry. Armed with this data and analysis, future developers can better understand what types of gameplay and mechanics resonate more with players to create a new gaming experience. Through its comprehensive analysis on various game titles, genres and platforms this dataset displays detailed insights into how video games can achieve global success as well as providing a wonderful window into the ever-changing trends of gaming culture

    More Datasets

    For more datasets, click here.

    Featured Notebooks

    • 🚨 Your notebook can be here! 🚨!

    How to use the dataset

    This dataset can be used to uncover hidden trends in Global Video Games Sales. To make the most of this data, it is important to understand the different columns and their respective values.

    The 'Rank' column identifies each game's ranking according to its global sales (highest to lowest). This can help you identify which games are most popular globally. The 'Game Title' column contains the name of each video game, which allows you to easily discern one entry from another. The 'Platform' column lists the type of platform on which each game was released, e.g., PlayStation 4 or Xbox One, so that you can make comparisons between platforms as well as specific games for each platform. The 'Year' column provides an additional way of making year-on-year comparisons and tracking changes over time in global video game sales.
    In addition, this dataset also contains metadata such as genre ('Genre'), publisher ('Publisher'), and review score ('Review') that add context when considering a particular title's performance in terms of global sales rankings. For example, it might be more compelling to compare two similar genres than two disparate ones when analyzing how successful a select set of titles have been at generating revenue in comparison with others released globally within that timeline. Lastly but no less important are the three variables dedicated exclusively for geographic breakdowns: North America ('North America'), Europe (Europe), Japan (Japan), Rest of World (Rest of World), and Global (Global). This allows us to see how certain regions contribute individually or collectively towards a given title's overall sales figures; by comparing these metrics regionally or collectively an interesting picture arises -- from which inferences about consumer preferences and supplier priorities emerge!

    Overall this powerful dataset allows researchers and marketers alike a deep dive into market performance for those persistent questions about demand patterns across demographics around the world!

    Research Ideas

    • Analyzing the effects of genre and platform on a game's success - By comparing different genres and platforms, one can get a better understanding of what type of games have the highest sales in different regions across the globe. This could help developers decide which type of gaming content to create in order to maximize their profits.
    • Tracking changes in global video games trends over time - This dataset could be used to analyze how various elements such as genre or platform affect success over various years, allowing developers an inside look into what kind of videos are being favored at any given moment across the world.
    • Identifying highly successful games and their key elements- Developers could look at this data to find any common factors such as publisher or platform shared by successful titles to uncover characteristics that lead to a high rate-of-return when creating video games or other forms media entertainment

    Acknowledgements

    If you use this dataset in your research, please credit the original authors. Data Source

    License

    See the dataset description for more information.

    Columns

    File: Video Games Sales.csv | Column name | Description | |:------------------|:------------------------------------------------------------| | Rank | The ranking of the game in terms of global sales. (Integer) | | Game Title | The title of the game. (String) | | Platform | The platform the game was released on. (String) ...

  9. Rea Games Clear Dataset

    • kaggle.com
    zip
    Updated Oct 16, 2024
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    Batuhan Şahan (2024). Rea Games Clear Dataset [Dataset]. https://www.kaggle.com/datasets/brsahan/rea-games-clear-dataset/code
    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.

  10. Video Game Sales Dataset Updated -Extra Feat

    • kaggle.com
    zip
    Updated Feb 12, 2023
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    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/versions/1
    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 ↑ ⠀⠀⠀

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

    • statista.com
    • abripper.com
    Updated Jul 1, 2025
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    Statista (2025). 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
    Jul 1, 2025
    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.

  12. D

    Turn-based Strategy Games Market Research Report 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Sep 30, 2025
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    Dataintelo (2025). Turn-based Strategy Games Market Research Report 2033 [Dataset]. https://dataintelo.com/report/turn-based-strategy-games-market
    Explore at:
    csv, pptx, pdfAvailable download formats
    Dataset updated
    Sep 30, 2025
    Dataset authored and provided by
    Dataintelo
    License

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

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Turn-based Strategy Games Market Outlook



    According to our latest research, the global turn-based strategy games market size reached USD 7.2 billion in 2024, with a steady growth trajectory driven by rising engagement and a broadening demographic of players. The market is expected to expand at a CAGR of 8.1% from 2025 to 2033, reaching an estimated USD 13.6 billion by 2033. This robust growth is primarily fueled by technological advancements, the proliferation of mobile gaming platforms, and evolving player preferences for immersive, strategic gameplay experiences.




    One of the primary growth factors for the turn-based strategy games market is the increasing penetration of smartphones and high-speed internet connectivity worldwide. The accessibility of mobile devices has democratized gaming, enabling a wider audience to engage with turn-based strategy titles, which are particularly well-suited for mobile play due to their asynchronous, session-based mechanics. Additionally, the rise of cross-platform compatibility allows players to seamlessly transition between PC, console, and mobile devices, further boosting user engagement and retention. This technological convergence is not only expanding the market’s reach but also encouraging developers to innovate and create more complex, visually appealing, and socially connected turn-based strategy games.




    Another significant growth driver is the evolving demographic profile of gamers. Traditionally, turn-based strategy games attracted a niche audience of hardcore enthusiasts, but recent years have seen a surge in casual and professional gamers alike. The genre’s emphasis on critical thinking, tactical planning, and replayability has made it appealing to a broader spectrum of players, including younger audiences and those seeking intellectually stimulating entertainment. Esports and competitive gaming have also contributed to this growth, with tournaments and leagues dedicated to popular turn-based titles attracting substantial viewership and participation. This shift in player demographics is prompting publishers to diversify their offerings and integrate features such as multiplayer modes, social elements, and regular content updates.




    Furthermore, the proliferation of digital distribution platforms has significantly lowered barriers to entry for both developers and players. Online marketplaces such as Steam, PlayStation Store, Xbox Live, and mobile app stores provide instant access to a vast array of turn-based strategy games, facilitating global reach and rapid dissemination of new titles. This digital transformation has also enabled indie developers to compete alongside established studios, fostering innovation and diversity within the genre. The move towards online distribution is complemented by evolving monetization models, such as free-to-play, in-app purchases, and subscription services, which are attracting new user segments and generating recurring revenue streams for market participants.




    Regionally, Asia Pacific stands out as a powerhouse in the turn-based strategy games market, accounting for a significant share of global revenues. The region’s large population of digitally connected youth, growing middle class, and cultural affinity for strategic and competitive games are key factors driving adoption. North America and Europe also maintain strong market positions, benefiting from mature gaming ecosystems, high disposable incomes, and robust infrastructure for esports and online gaming. Meanwhile, Latin America and the Middle East & Africa are emerging as promising markets, supported by improving internet penetration and increasing investment in gaming content and technology. This dynamic regional outlook underscores the global appeal and growth potential of turn-based strategy games.



    Platform Analysis



    The platform segment of the turn-based strategy games market is a critical determinant of market dynamics, as it directly influences player accessibility, engagement, and monetization opportunities. PC gaming remains a cornerstone of the genre, favored by enthusiasts for its superior hardware capabilities, customizable controls, and support for complex gameplay mechanics. PC platforms are particularly popular for titles that demand high levels of strategic depth and graphical fidelity, such as the Civilization and XCOM series. The robust modding communities and active online forums associated with PC gaming also contribute to prolonged player enga

  13. Gaming Behavior and Demographics Dataset

    • kaggle.com
    zip
    Updated May 7, 2024
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    mzk.jess (2024). Gaming Behavior and Demographics Dataset [Dataset]. https://www.kaggle.com/datasets/mzkjess/gaming-behavior-and-demographics-dataset/code
    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.

  14. m

    Mobile Gaming Statistics and Facts

    • market.biz
    Updated Sep 25, 2025
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    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, Europe, North America, 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. UK gaming reach 2013-2024, by age group and gender

    • statista.com
    • abripper.com
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    Statista, UK gaming reach 2013-2024, by age group and gender [Dataset]. https://www.statista.com/statistics/300513/gaming-by-demographic-group-uk/
    Explore at:
    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.

  16. u

    Video Gaming Statistics 2023

    • ubuy.qa
    Updated Jan 30, 2023
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    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 authored and provided by
    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.

  17. f

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

    • plos.figshare.com
    • datasetcatalog.nlm.nih.gov
    xls
    Updated Jun 2, 2023
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    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
    PLOS ONE
    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. f

    Demographics and gaming characteristics.

    • figshare.com
    • datasetcatalog.nlm.nih.gov
    • +1more
    xls
    Updated Jun 8, 2023
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    Zsolt Demetrovics; Róbert Urbán; Katalin Nagygyörgy; Judit Farkas; Mark D. Griffiths; Orsolya Pápay; Gyöngyi Kökönyei; Katalin Felvinczi; Attila Oláh (2023). Demographics and gaming characteristics. [Dataset]. http://doi.org/10.1371/journal.pone.0036417.t001
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    xlsAvailable download formats
    Dataset updated
    Jun 8, 2023
    Dataset provided by
    PLOS ONE
    Authors
    Zsolt Demetrovics; Róbert Urbán; Katalin Nagygyörgy; Judit Farkas; Mark D. Griffiths; Orsolya Pápay; Gyöngyi Kökönyei; Katalin Felvinczi; Attila Oláh
    License

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

    Description

    Demographics and gaming characteristics.

  19. China Gaming Market Size By Platform (Pc Games, Console Games, Mobile...

    • verifiedmarketresearch.com
    Updated Feb 13, 2025
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    VERIFIED MARKET RESEARCH (2025). China Gaming Market Size By Platform (Pc Games, Console Games, Mobile Games), By Age & Demographics (Core Gamers, Casual Gamers, Female Gamers), By Geographic Scope And Forecast [Dataset]. https://www.verifiedmarketresearch.com/product/china-gaming-market/
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    Dataset updated
    Feb 13, 2025
    Dataset provided by
    Verified Market Researchhttps://www.verifiedmarketresearch.com/
    Authors
    VERIFIED MARKET RESEARCH
    License

    https://www.verifiedmarketresearch.com/privacy-policy/https://www.verifiedmarketresearch.com/privacy-policy/

    Time period covered
    2025 - 2032
    Area covered
    China
    Description

    China Gaming Market size was valued at USD 52.9 Billion in 2024 and is projected to reach USD 105.3 Billion by 2032, growing at a CAGR of 9% from 2025 to 2032.

    Key Market Drivers:

    Cloud Gaming Infrastructure: Cloud gaming infrastructure will have a huge impact on the Chinese gaming market. The comprehensive 5G network coverage, which will reach 95% of urban areas and support over 1.5 billion 5G connections by 2023, improves the gaming experience by providing high-speed, low-latency connectivity. The Ministry of Industry and Information Technology (MIIT) predicts a 152% increase in cloud gaming users by 2023, with 45 million active monthly users.

  20. Steam Games User Statistics and Features

    • kaggle.com
    zip
    Updated Dec 20, 2023
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    The Devastator (2023). Steam Games User Statistics and Features [Dataset]. https://www.kaggle.com/datasets/thedevastator/steam-games-user-statistics-and-features/versions/2
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    zip(12130042 bytes)Available download formats
    Dataset updated
    Dec 20, 2023
    Authors
    The Devastator
    Description

    Steam Games User Statistics and Features

    Steam Games: User Statistics, Features, and Support Details

    By Craig Kelly [source]

    About this dataset

    Steam Game Feature and User Statistic Dataset

    This dataset, titled Steam Game Feature and User Statistics, offers researchers, game developers, and enthusiasts an opportunity to analyze detailed information on various features of games available on the Steam platform. In addition to this, it also records user statistics and provides support details for each game. These data points include the release date of a game, the number of developers involved in its creation, its genre classification among several others.

    More specifically, through this dataset one can glean broadly diverse yet interconnected segments of information about a game’s details including integral values such as the developer count or DLC availability or boolean values which could range from determining if a game is free or if it caters to multiple gaming platforms like Windows, Linux or Mac. It offers rich text data providing insights into specific categories like in-app purchases or VR support.

    Moreover with more specific fields available one can through this dataset determine individual genre elements associated with each listed title breaking down segments covering non-gaming activities all the way up to massively multiplayer adventures! The financial aspect of any title is not overlooked either providing pivotal tracking markers related to a games nominal price point (initial & final rates) along with variances based on region specifics.

    Further adding depth are support email specifics that are listed along with any special notices like external account requirements which paint precise details related to individual titles facilitating perfect clarity for users – be it potential purchasers looking for specific features before deciding on their purchase choice or detailed market research studies trying to gauge user behaviour based on these complex interactions.

    Leaning more towards technical analysis there is wealth of datasets mapping minimum & recommended PC specifications split clearly across categories outlining requirements needed for smooth running across variations including Windows , Linux & MAC operating systems presenting clear performance indicators crucial towards gauging probable market success given typical end-user system capabilities!

    Taking contextual relevance into consideration the provided data has been processed using UTF-8 unicode conversion ensuring clear language localizations enhanced by the incorporation of specialized Python standard library sequences that prevents loss in translation as can be witnessed from the highly defined string values.

    To ensure seamless interaction for further analytical processing, each field was sanitized and set up to handle all common data types. Text strings were cleaned up via several iterative steps to facilitate easy interpretation and removal of any unwanted characters or white spaces that would otherwise throw off automated text analysis algorithms.

    In sum, this Steam Game Features and User Statistics dataset is an extremely comprehensive source of information regarding games available on the Steam platform offering multi-faceted insights into gaming trends & opportunities for those savvy enough to interpret

    How to use the dataset

    Guide: How to Use the Steam Game User Statistics and Features Dataset

    Follow these steps:

    1) Understand The Data Types

    The dataset comprises Textual, Integer, Float and Boolean values. - Text has been processed for easy handling. Strings have been cleaned up with stripping leading/trailing whitespace and converting strings to lower case. - Integer & Float are numeric values; missing ones are represented as '0' & '0.0', respectively. - Boolean fields can only contain two literal values: True or False.

    2) Familiarize Yourself With The Fields

    The dataset offers a diverse range of field categories. To use it effectively:

    • Review: Overview columns clarify details such as game name (QueryName, ResponseName), ReleaseDate, RequiredAge, etc.
    • Examine developer features: Columns such as developer count (DeveloperCount), publisher count (PublisherCount) package count (PackageCount) provide information related to game production demographics.
    • Look for user-focused information: User statistics such as owner count(SteamSpyOwners,SteamSpyOwnersVariance), player estimates(SteamSpyPlayersEstimate,SteamSpyPlayersVariance), recommendat...
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Jessica Clement (2025). Weekly gaming hours of adults in the U.S. 2025 [Dataset]. https://www.statista.com/topics/3070/us-gamers/
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Weekly gaming hours of adults in the U.S. 2025

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9 scholarly articles cite this dataset (View in Google Scholar)
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.

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