Video gaming is a popular way for gamers to connect with friends and family, and many gamers have formed relationships through video games. During a February 2025 survey, 78 percent of responding gamers in the United States agreed that playing games can introduce people to new friends.
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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.
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Board Game Statistics: ​Board games have experienced a notable resurgence, becoming a preferred pastime for diverse demographics. In the United States, 43% of board game enthusiasts engage in gameplay several times per week, while 25% play weekly. Demographically, 47% of board game players are aged between 18 and 34, with individuals aged 55 and above comprising 18% of the player base. Gender representation is balanced, with women accounting for 51% and men 49% of board game enthusiasts. Regarding game collections, 43% of gamers own more than 25 board and/or card games.
The average playing time for most board games ranges from one to two hours, though this can vary significantly depending on the game's complexity. These statistics underscore the enduring appeal and diverse engagement within the board gaming community.​
In 2024, about 59 million of gamers in the United States were highly engaged super gamers who played video games as their primary source of entertainment. However, avid gamers (those who played video games as one of a few equivalent sources of entertainment) accounted for the largest number of gaming audiences in the United States.
The UK Betting and Gaming Statistics National Statistics release presents statistics from the 7 different gambling regimes administered by HM Revenue and Customs (HMRC):
Included within this release are monthly tax receipts statistics for all 7 regimes and monthly liabilities statistics for Machine Games Duty.
Published every 6 months, the April release presents new data from the preceding October to March period and October’s release presents data from the preceding April to September. The timing of the next publication is currently subject to the HMRC statistics consultation.
https://webarchive.nationalarchives.gov.uk/ukgwa/20210507175836/https://www.gov.uk/government/statistics/uk-betting-and-gaming-statistics" class="govuk-link">Archive versions of the Betting and Gaming Statistics published on GOV.UK after April 2019 are no longer hosted on GOV.UK and are instead available via the UK Government Web Archive, from the National Archives.
https://webarchive.nationalarchives.gov.uk/ukgwa/20220801103640/https:/www.uktradeinfo.com/trade-data/tax-and-duty-bulletins/" class="govuk-link">Archive versions of the Betting and Gaming Statistics published between 2008 and April 2019 are found on the archived UK Trade Info website, accessed via the National Archives.
Users should note that between 2008 and April 2019, the statistical release was called the ‘Betting and Gaming Bulletin’.
Further details for this statistical release, including data suitability and coverage, are included within the UK Betting and Gaming Statistics quality report.
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Cloud Gaming Statistics: Cloud gaming, or gaming-as-a-service, enables users to play video games over the internet without needing a high-definition gaming console or a gaming personal computer. Here, the use of cloud servers means that processing power is provided offsite, allowing easy gaming on different devices like smartphones, tablets, and smart TVs.
In 2025, cloud gaming statistics will still dominate the gaming sector as a fundamental tool, owing to the state of the art and the availability of the Internet.
A 2024 survey of global gaming studios found that over *********** responding video game developers thought that an increased adoption of ****************** was going to be the biggest industry trend in 2025. According to ** percent of respondents, an ************************ was going to be the biggest trend in the next year.
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As a massive League of Legends fan for 10+ years, I realized that there weren't any datasets that helped us stay updated with Worlds 2021, thus this dataset was born!
All data was acquired from lolesports.com which shows all in-depth statistics available for each match that others can use to find correlations between in-game statistics and wins.
I would love to see this data used to answer how vision (ward interactions) and gold distribution (how a team's gold is divided among it's positions) correlate with win percentage.
This quality report relates to the UK Betting and Gaming Statistics National Statistics. The purpose is to provide users with information about the quality of the outputs as set out by the Code of Practice for Official Statistics.
The UK Betting and Gaming Statistics release presents statistics from the 7 different gambling regimes administered by HM Revenue and Customs (HMRC):
Included within this release are monthly tax receipts statistics for all 7 regimes and monthly liabilities statistics for Machine Games Duty.
Archived quality reports for the ‘Betting and Gaming bulletin’ are available at the https://webarchive.nationalarchives.gov.uk/20210508000626/https://www.gov.uk/government/collections/hmrc-quality-reports-statistics" class="govuk-link">National Archives.
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The author is in the process of creating a blockbreaker-like game, in which the jumping-off point is the "Block Breaker" section of the Udemy course, Complete C# Unity Developer 2D: Learn to Code Making Games
After making lots of levels, the author needed to sort them by difficulty. How does one measure the difficulty of a level? A first-cut solution is to make an auto-play bot that is not perfect, and see how well the bot does on each level, using thousands of trials.
Here is a video of the game in auto-play action.
https://www.statsndata.org/how-to-orderhttps://www.statsndata.org/how-to-order
The Augmented Reality (AR) gaming market has swiftly evolved into one of the most dynamic segments within the broader gaming industry, captivating players and developers alike with its unique blend of digital and physical interactions. As of 2023, the global AR gaming market is estimated to be valued at several bill
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License information was derived automatically
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.
League of Legends Professional Game season 12 statistics from Gol.gg. The website data would have semi-colon [;] breaks so I recommend using some find-and-replace tool to replace everything with commas [,].
There aren't any percentages so if you would like to convert picks and bans into percentages you would need to calculate the total games from: (Picks + Bans)/Presence Then you can divide the picks and bans by the total games to get the values in percentages for easier analysis.
A team's mean seasons statistics can be used as predictors for their performance in future games. However, these statistics gain additional meaning when placed in the context of their opponents' (and opponents' opponents') performance. This dataset provides this context for each team. Furthermore, predicting games based on post-season stats causes data leakage, which from experience can be significant in this context (15-20% loss in accuracy). Thus, this dataset provides each of these statistics prior to each game of the regular season, preventing any source of data leakage.
All data is derived from the March Madness competition data. Each original column was renamed to "A" and "B" instead of "W" and "L," and the mirrored to represent both orderings of opponents. Each team's mean stats are computed (both their stats, and the mean "allowed" or "forced" statistics by their opponents). To compute the mean opponents' stats, we analyze the games played by each opponent (excluding games played against the team in question), and compute the mean statistics for those games. We then compute the mean of these mean statistics, weighted by the number of times the team in question played each opponent. The opponents' opponent's stats are computed as a weighted average of the opponents' average. This results in statistics similar to those used to compute strength of schedule or RPI, just that they go beyond win percentages (See: https://en.wikipedia.org/wiki/Rating_percentage_index)
The per game statistics are computed by pretending we don't have any of the data on or after the day in question.
Currently, the data isn't computed particularly efficiently. Computing the per game averages for every day of the season is necessary to compute fully accurate opponents' opponents' average, but takes about 90 minutes to obtain. It is probably possible to parallelize this, and the per-game averages involve a lot of repeated computation (basically computing the final averages over and over again for each day). Speeding this up will make it more convenient to make changes to the dataset.
I would like to transform these statistics to be per-possession, add shooting percentages, pace, and number of games played (to give an idea of the amount uncertainty that exists in the per-game averages). Some of these can be approximated with the given data (but the results won't be exact), while others will need to be computed from scratch.
In 2025, it was estimated that over ** percent of the Gen Z population in the United States played digital video games, up from a **** percent gaming penetration rate in 2019. Millennials were ranked second, with nearly two third of the U.S. population in this generation playing digital video games.
I was going to crunch some data to see if some weapons are better than other, so I figured why not upload the data here
I think the column names are mostly self explanatory For weapons that had only 2 different ranges I took the damages at 25m as the mid-range
Data was found here : https://blitz.gg/valorant/weapons
I take no credits and guarantee no accuracy, I just put it in a csv
About the License I don't think in-game data falls under any law, please tell me if I'm mistaken
If you have any suggestion about a column I could add why not post it here and I could add it In case there are patches that change those values notify me and I'll update the numbers, be sure to check the date of last update for that matter
Video gaming is a hobby enjoyed by young and old across the globe. In 2025, there were over *** billion gamers across Asia Pacific, making it the largest market for video gaming worldwide, with Europe coming in second place with a gaming audience of *** million. In total, there were an estimated **** billion gamers across the globe.
This dataset was created by Bill Basener
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The Play-to-Earn (P2E) gaming market has witnessed explosive growth in recent years, transforming traditional gaming paradigms by allowing players to earn real-world value through in-game activities. As digital currencies and blockchain technologies become increasingly integrated into gaming experiences, the P2E mod