OAN helps you reach gamers across the world. Our gaming audience data offers categorized audience segments into gamer behavior and gaming trends. This powerful dataset provides a deep understanding of the gaming industry by delivering unique categories such as: demography, interest, hardware, spenders, genres and titles, e-sports fans and players.
By understanding this data, businesses can make data-driven decisions to optimize their marketing strategies, game development, and monetization efforts.
The Gaming Taxonomy contains a broad scope of Gaming related topics, based on the user's browser and mobile app activity through the last 30 days. There are also gamer audiences categorized by specific Hardware Products and Brands, based on the Intent of these devices' purchase. Furthermore, we offer segments for: - Virtual Reality - Interest in Gaming Subscriptions - Payments - Micropayments - Devices and Platforms.
We also cover the area of E-sports Enthusiasts and Fandoms Members. In spirit of looking beyond simple game genres, we categorize Games according to their Themes (e.g. Historical), which are definitely important aspects of user experience and purchase decisions. Since Mobile Gaming is a very important part of the Gaming Industry, we distinct special Mobile Gaming segments, which are analogous to the ordinary Gaming segments, with additional categorizations of the Telecommunication Network Providers.
Gaming audience data is just a part of all audience data we provide. We deliver millions of users’ profiles gathered globally and grouped into IAB-compliant segments. You can choose which target groups you want to reach. Contact us to check all the possibilities: team@oan.pl
How you can use our data?
There are two main areas where you can use our data: - Marketers - targeting online campaigns With our high-quality audience data, you can easily reach specific audiences across the world in programmatic campaigns. Show them personalized ads adjusted to their specific profiles. - Ad tech companies Enriching 1st party data or using our raw data by your own data science team.
In July 2025, total video games sales in the United States amounted to **** billion U.S. dollars, representing a five percent year-over-year increase. Generally speaking, the video game industry has its most important months in November and December, as video game software and hardware make very popular Christmas gifts. In December 2024, total U.S. video game sales surpassed **** billion U.S. dollars. Birth of the video game industry Although the largest regional market in terms of sales, as well as number of gamers, is Asia Pacific, the United States is also an important player within the global video games industry. In fact, many consider the United States as the birthplace of gaming as we know it today, fueled by the arcade game fever in the ’60s and the introduction of the first personal computers and home gaming consoles in the ‘70s. Furthermore, the children of those eras are the game developers and game players of today, the ones who have driven the movement for better software solutions, better graphics, better sound and more advanced interaction not only for video games, but also for computers and communication technologies of today. An ever-changing market However, the video game industry in the United States is not only growing, it is also changing in many ways. Due to increased internet accessibility and development of technologies, more and more players are switching from single-player console or PC video games towards multiplayer games, as well as social networking games and last, but not least, mobile games, which are gaining tremendous popularity around the world. This can be evidenced in the fact that mobile games accounted for ** percent of the revenue of the games market worldwide, ahead of both console games and downloaded or boxed PC games.
In the first quarter of the fiscal year 2026, game publisher Electronic Arts (EA) generated over 1.08 billion U.S. dollars in net bookings via live services. Full game sales generated 214 million U.S. dollars in net bookings during the same period. Net bookings are defined as the net number of products and services sold digitally or sold-in physically in the period. Net bookings are calculated by adding total net revenue to the change in deferred net revenue for online-enabled games. Live services are EA’s revenue generator Gaming companies have pivoted to monetizing their titles beyond the initial purchase and are constantly working on keeping online players engaged via new characters, battle seasons and other in-game content. EA’s portfolio of live service games includes sports franchises EA Sports FC, and Madden NFL, as well as Battle Royale title Apex Legends, first-person shooter Battlefield V, and life simulation the Sims. All these titles are long-running series with new installments and downloadable content (DLC) being released regularly. On the flip side, the focus on live-service games means fewer big new releases, leading to a stagnation of the market in regard to new IPs (IP is short for intellectual property and a new IP refers to a new game which is not a spin-off or sequel of an existing game). Sports gamers are likely to spend money EA is constantly seeking to expand its EA Sports portfolio. In July 2025, EA released its first College Football video game after an eleven-year break since NCAA Football 14. This strategic decision is driven by several factors. First, sports gaming audiences are highly engaged and willing to spend money on additional gaming content. Second, any college football game will include rosters without names, images or likenesses or real college players to adhere to NCAA rules, which works in EA’s favor as the company as this keeps licensing costs low. And last, college football is a major pastime in EA’s biggest single market, the United States. All the pieces are lining up for EA to have another major moneymaker on their hands. This strategy paid off, as EA Sports College Football 25 became one of the top-selling video games in the United States in 2024.
The Gaming Taxonomy contains a broad scope of Gaming related topics, based on the user's browser and mobile app activity through last 30 days. There are classical Demographic, Game Genre, Title and Studio segments. However, we provide also plenty of specific User Types, which contain e.g. Hardcore Gamers, Big Spenders or Parents of Gamers. There are also audiences categorized by specific Hardware Products and Brands, based on the Intent of these devices' purchase. Moreover, we offer segments for Virtual Reality, interest in Gaming Subscriptions, Payments, Micropayments, Devices and Platforms. We also cover the area of E-sports Enthusiasts and Fandoms Members. In spirit of looking beyond simple game genres, we categorize Games according to their Theme (e.g. Historical), which is definitely important aspects of user experience and purchase decisions. Since Mobile Gaming is a very important part of the Gaming Industry, we distinct special Mobile Gaming segments, which are analogous to the ordinary Gaming segments, with additional categorizations of the Telecommunication Network Providers.
Our data base include millions of profiles divided into popular categories. You can choose which target groups you want to reach. Segments based on users' interests, purchase intentions or demography. Contact us to check all the possibilities: team@oan.pl
How you can use our data?
There are two main areas where you can use our data: • marketers - targeting online campaigns With our high-quality audience data, you can easily reach specific audiences across the world in programmatic campaigns. Show them personalized ads adjusted to their specific profiles. • ad tech companies - enriching 1st party data or using our raw data by your own data science team
We are ready for a cookieless era. We already gather and provide non-cookie ID - for example Universal IDs, CTV IDs or Mobile IDs.
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Net-Interest-Income Time Series for PlayAGS Inc. PlayAGS, Inc. designs and supplies gaming products and services for the gaming industry in the United States and internationally. It operates in three segments: Electronic Gaming Machines (EGM), Table Products, and Interactive Games (Interactive). The EGM segment offers a library of video and mechanical slot titles for the marketplace; EGM cabinets, including the Orion Starwall, Orion Curve Premium, Orion Rise, Big Red, Spectra UR43 Premium, Spectra SL49+ Premium, Spectra SL75+ with Premium and Core Content, Revel, Spectra UR49C, Spectra UR43, Orion Portrait, Orion Slant, Orion Curve, Orion Upright, ICON, and Spectra SL49+; and conversion kits that allow existing game titles to be converted to other game titles offered within that operating platform. This segment serves Class II Native American and Mexico gaming; and Class III Native American, commercial, and charitable jurisdictions. The Table Products segment provides table products, including live felt table games, side bets, progressives, card shufflers, signage, and other ancillary table game equipment; table technology related to blackjack, poker, baccarat, craps, and roulette; Dex S, a single deck card shuffler for poker tables; and the Pax S, a single-deck shuffler. This segment offers its products under the In Bet Gaming, Buster Blackjack, Double Draw Poker, and Criss Cross Poker. The Interactive segment provides a platform for business-to-business game aggregation used by real-money gaming; and business-to-consumer free-to-play social casino games through its mobile app, Lucky Play Casino. The company was formerly known as AP Gaming Holdco, Inc. and changed its name to PlayAGS, Inc. in December 2017. PlayAGS, Inc. was incorporated in 2005 and is headquartered in Las Vegas, Nevada.
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Global Cloud Mobile Backend as a Service (BaaS) Market size was $3.0 Billion in 2022 and is slated to hit $7.3 Billion by the end of 2030 with a CAGR of nearly 24.1%.
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Total-Liabilities Time Series for PlayAGS Inc. PlayAGS, Inc. designs and supplies gaming products and services for the gaming industry in the United States and internationally. It operates in three segments: Electronic Gaming Machines (EGM), Table Products, and Interactive Games (Interactive). The EGM segment offers a library of video and mechanical slot titles for the marketplace; EGM cabinets, including the Orion Starwall, Orion Curve Premium, Orion Rise, Big Red, Spectra UR43 Premium, Spectra SL49+ Premium, Spectra SL75+ with Premium and Core Content, Revel, Spectra UR49C, Spectra UR43, Orion Portrait, Orion Slant, Orion Curve, Orion Upright, ICON, and Spectra SL49+; and conversion kits that allow existing game titles to be converted to other game titles offered within that operating platform. This segment serves Class II Native American and Mexico gaming; and Class III Native American, commercial, and charitable jurisdictions. The Table Products segment provides table products, including live felt table games, side bets, progressives, card shufflers, signage, and other ancillary table game equipment; table technology related to blackjack, poker, baccarat, craps, and roulette; Dex S, a single deck card shuffler for poker tables; and the Pax S, a single-deck shuffler. This segment offers its products under the In Bet Gaming, Buster Blackjack, Double Draw Poker, and Criss Cross Poker. The Interactive segment provides a platform for business-to-business game aggregation used by real-money gaming; and business-to-consumer free-to-play social casino games through its mobile app, Lucky Play Casino. The company was formerly known as AP Gaming Holdco, Inc. and changed its name to PlayAGS, Inc. in December 2017. PlayAGS, Inc. was incorporated in 2005 and is headquartered in Las Vegas, Nevada.
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Intagible-Assets Time Series for Konami Corp.. Konami Group Corporation, together with its subsidiaries, primarily engages in the digital entertainment, amusement, gaming and systems, and sports businesses in Japan and other Asia/Oceania countries, the United States, and Europe. The company's Digital Entertainment segment engages in the production, manufacture, and sale of digital content and related products, including mobile games, card games, and computer and video games. The Amusement segment engages in the design, production, and sale of amusement machines; and offers online game services. The company's Gaming & Systems segment produces, manufactures, distributes, and services gaming machines and casino management systems. The Sports segment operates sports clubs and sports classes, including swimming, gymnastics, dance, soccer, tennis, and golf, as well as produces and sells sports-related goods. The company was formerly known as Konami Holdings Corporation and changed its name to Konami Group Corporation in July 2022. Konami Group Corporation was founded in 1969 and is headquartered in Tokyo, Japan.
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Days-of-Inventory-On-Hand-Turnover Time Series for Capcom Co Ltd. Capcom Co., Ltd. plans, develops, manufactures, sells, and distributes home video games, online games, mobile games, and arcade games in Japan and internationally. It operates through Digital Contents, Arcade Operations, Amusement Equipments, and Other Businesses segments. The Digital Contents segment develops and sells digital game content for consumer home video game platforms and PC platforms, as well as mobile content. Its Arcade Operations segment operates the Plaza Capcom amusement facilities primarily in commercial complexes, as well as hosts various events. The Amusement Equipments segment is involved in the development, manufacture, and sale of software, frames, and LCD devices for gaming machines. Its Other Businesses segment engages in the adaptation of game content into movies, animated television programs, music CDs, and merchandise, as well as the eSports business. Capcom Co., Ltd. was incorporated in 1979 and is headquartered in Osaka, Japan.
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Research-and-Development Time Series for Konami Corp.. Konami Group Corporation, together with its subsidiaries, primarily engages in the digital entertainment, amusement, gaming and systems, and sports businesses in Japan and other Asia/Oceania countries, the United States, and Europe. The company's Digital Entertainment segment engages in the production, manufacture, and sale of digital content and related products, including mobile games, card games, and computer and video games. The Amusement segment engages in the design, production, and sale of amusement machines; and offers online game services. The company's Gaming & Systems segment produces, manufactures, distributes, and services gaming machines and casino management systems. The Sports segment operates sports clubs and sports classes, including swimming, gymnastics, dance, soccer, tennis, and golf, as well as produces and sells sports-related goods. The company was formerly known as Konami Holdings Corporation and changed its name to Konami Group Corporation in July 2022. Konami Group Corporation was founded in 1969 and is headquartered in Tokyo, Japan.
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Other-Long-Term-Assets Time Series for Taiwan Mobile Co Ltd. Taiwan Mobile Co., Ltd. provides wireless communication services in Taiwan, the Republic of China, and internationally. The company operates through four segments: Telecommunications, Retail, Cable Television and Broadband, and Others. It offers mobile communication, mobile phones, and fixed-line services; e-commerce; wireless and fixed-line telecom services; digital TV subscriptions; cable broadband; TV home shopping; and integrated information and communication services. The company also provides pay TV and cable broadband services; travel, property insurance, and life insurance agency services; value-added services; information software services; and TV program provision. In addition, it is involved in building and operating BOT projects, call center services, telephone marketing activities, commissioned maintenance, film production, investment and retail, and the sale of mobile phones, accessories, and games. Further, the company offers data communication application development, cloud and information services, cable TV, wholesale and retail storefront sales, and gaming services. It also engages in branding agency, cosmetics, logistics, and transport businesses, as well as trading, industrial and commercial services, general investment, entrusted maintenance, cloud power palace service, and communication industries. It provides its products and services under the Taiwan Mobile, TWM Broadband, Taiwan Mobile Enterprise Services, and momo brands. Taiwan Mobile Co., Ltd. was incorporated in 1997 and is based in Taipei, Taiwan.
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NoSQL Database Market size was valued at USD 7.43 Billion in 2024 and is projected to reach USD 60 Billion by 2031, growing at a CAGR of 30% during the forecast period from 2024 to 2031.
Global NoSQL Database Market Drivers
Big Data Management: The exponential growth of unstructured and semi-structured data necessitates flexible and scalable database solutions. Cloud Computing Adoption: The shift towards cloud-based applications and infrastructure is driving demand for NoSQL databases. Real-time Analytics: NoSQL databases excel at handling real-time data processing and analytics, making them suitable for applications like IoT and fraud detection.
Global NoSQL Database Market Restraints
Complexity and Management Challenges: NoSQL databases can be complex to manage and require specialized skills. Lack of Standardization: The absence of a standardized NoSQL query language can hinder data integration and migration.
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Net-Income Time Series for Gamania Digital Entertainment Co Ltd. Gamania Digital Entertainment Co., Ltd., together with its subsidiaries, operates as an integrated internet company in Taiwan, rest of Asia, and internationally. It operates through Game, Commerce, Payment, and Others segments. The company offers MMO/mobile games publishing; and e-commerce, internet entertainment content, crowdfunding, and cloud/IDC/security services. It also provides magazine, newspaper, and periodical publishing; crowd funding; electronic payment; and digital media and general advertising; and customer services. In addition, the company is involved in online games software services; sale of related merchandise; investments; supply of electronic information services; and animation, broadcast, TV shows, and online media production. Gamania Digital Entertainment Co., Ltd. was founded in 1995 and is headquartered in Taipei City, Taiwan.
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Goodwill Time Series for Capcom Co Ltd. Capcom Co., Ltd. plans, develops, manufactures, sells, and distributes home video games, online games, mobile games, and arcade games in Japan and internationally. It operates through Digital Contents, Arcade Operations, Amusement Equipments, and Other Businesses segments. The Digital Contents segment develops and sells digital game content for consumer home video game platforms and PC platforms, as well as mobile content. Its Arcade Operations segment operates the Plaza Capcom amusement facilities primarily in commercial complexes, as well as hosts various events. The Amusement Equipments segment is involved in the development, manufacture, and sale of software, frames, and LCD devices for gaming machines. Its Other Businesses segment engages in the adaptation of game content into movies, animated television programs, music CDs, and merchandise, as well as the eSports business. Capcom Co., Ltd. was incorporated in 1979 and is headquartered in Osaka, Japan.
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Property-Plant-and-Equipment-Net Time Series for Gamania Digital Entertainment Co Ltd. Gamania Digital Entertainment Co., Ltd., together with its subsidiaries, operates as an integrated internet company in Taiwan, rest of Asia, and internationally. It operates through Game, Commerce, Payment, and Others segments. The company offers MMO/mobile games publishing; and e-commerce, internet entertainment content, crowdfunding, and cloud/IDC/security services. It also provides magazine, newspaper, and periodical publishing; crowd funding; electronic payment; and digital media and general advertising; and customer services. In addition, the company is involved in online games software services; sale of related merchandise; investments; supply of electronic information services; and animation, broadcast, TV shows, and online media production. Gamania Digital Entertainment Co., Ltd. was founded in 1995 and is headquartered in Taipei City, Taiwan.
OAN provides audience data. We specialize in depth categories of gaming industry and deliver unique categories. But gaming data is just a part of all audience data we provide. We deliver millions of users’ profiles grouped into IAB-compliant segments.
Segmented data and raw data
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https://upload.wikimedia.org/wikipedia/en/thumb/a/a4/NVIDIA_logo.svg/731px-NVIDIA_logo.svg.png" alt="NVidia">
Nvidia Corporation is an American multinational technology company incorporated in Delaware and based in Santa Clara, California.
It designs graphics processing units (GPUs) for the gaming and professional markets, as well as system on a chip units (SoCs) for the mobile computing and automotive market.
Its primary GPU line, labeled "GeForce", is in direct competition with the GPUs of the "Radeon" brand by Advanced Micro Devices (AMD). Nvidia expanded its presence in the gaming industry with its handheld game consoles Shield Portable, Shield Tablet, and Shield Android TV and its cloud gaming service GeForce Now.
Its professional line of GPUs are used in workstations for applications in such fields as architecture, engineering and construction, media and entertainment, automotive, scientific research, and manufacturing design.
In addition to GPU manufacturing, Nvidia provides an application programming interface (API) called CUDA that allows the creation of massively parallel programs which utilize GPUs.They are deployed in supercomputing sites around the world. More recently, it has moved into the mobile computing market, where it produces Tegra mobile processors for smartphones and tablets as well as vehicle navigation and entertainment systems.It recently acquired ARM
# Let us analyze the performance of this solid star!
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Liabilities-and-Stockholders-Equity Time Series for Gamania Digital Entertainment Co Ltd. Gamania Digital Entertainment Co., Ltd., together with its subsidiaries, operates as an integrated internet company in Taiwan, rest of Asia, and internationally. It operates through Game, Commerce, Payment, and Others segments. The company offers MMO/mobile games publishing; and e-commerce, internet entertainment content, crowdfunding, and cloud/IDC/security services. It also provides magazine, newspaper, and periodical publishing; crowd funding; electronic payment; and digital media and general advertising; and customer services. In addition, the company is involved in online games software services; sale of related merchandise; investments; supply of electronic information services; and animation, broadcast, TV shows, and online media production. Gamania Digital Entertainment Co., Ltd. was founded in 1995 and is headquartered in Taipei City, Taiwan.
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Dividends-Paid Time Series for Beijing Ultrapower Software. Beijing Ultrapower Software Co., Ltd. provides software and information technology solutions in China, Hong Kong, Macao, Taiwan, and internationally. It operates through four segments: AI/ICT Operations Management, Mobile Game, IoT Communications, and Innovative Businesses. The company offers identity security products, such as identity and access security management, zero trust secure access gateway system, asset security operation and maintenance management platform, and centralized operation and maintenance audit bastion system; asset security comprising asset security management platform, security baseline management system, micro-isolation policy control system, network security policy management system, and container security protection system; and security management products, including security management and situation analysis platform, security orchestration and automated response platform, enterprise log security audit analysis system, security audit system, ultra-flow monitoring and auditing system, enterprise data security management system, and intelligent question-answering reasoning and security detection system. It also provides mobile games, such as war and order, age of origins, war of destiny, titan throne, and infinite galaxy games. The company serves telecommunications, finance, energy, government, and transportation industries. Beijing Ultrapower Software Co., Ltd. was founded in 2001 and is headquartered in Beijing, China.
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Current-Deferred-Revenue Time Series for Beijing Ultrapower Software. Beijing Ultrapower Software Co., Ltd. provides software and information technology solutions in China, Hong Kong, Macao, Taiwan, and internationally. It operates through four segments: AI/ICT Operations Management, Mobile Game, IoT Communications, and Innovative Businesses. The company offers identity security products, such as identity and access security management, zero trust secure access gateway system, asset security operation and maintenance management platform, and centralized operation and maintenance audit bastion system; asset security comprising asset security management platform, security baseline management system, micro-isolation policy control system, network security policy management system, and container security protection system; and security management products, including security management and situation analysis platform, security orchestration and automated response platform, enterprise log security audit analysis system, security audit system, ultra-flow monitoring and auditing system, enterprise data security management system, and intelligent question-answering reasoning and security detection system. It also provides mobile games, such as war and order, age of origins, war of destiny, titan throne, and infinite galaxy games. The company serves telecommunications, finance, energy, government, and transportation industries. Beijing Ultrapower Software Co., Ltd. was founded in 2001 and is headquartered in Beijing, China.
OAN helps you reach gamers across the world. Our gaming audience data offers categorized audience segments into gamer behavior and gaming trends. This powerful dataset provides a deep understanding of the gaming industry by delivering unique categories such as: demography, interest, hardware, spenders, genres and titles, e-sports fans and players.
By understanding this data, businesses can make data-driven decisions to optimize their marketing strategies, game development, and monetization efforts.
The Gaming Taxonomy contains a broad scope of Gaming related topics, based on the user's browser and mobile app activity through the last 30 days. There are also gamer audiences categorized by specific Hardware Products and Brands, based on the Intent of these devices' purchase. Furthermore, we offer segments for: - Virtual Reality - Interest in Gaming Subscriptions - Payments - Micropayments - Devices and Platforms.
We also cover the area of E-sports Enthusiasts and Fandoms Members. In spirit of looking beyond simple game genres, we categorize Games according to their Themes (e.g. Historical), which are definitely important aspects of user experience and purchase decisions. Since Mobile Gaming is a very important part of the Gaming Industry, we distinct special Mobile Gaming segments, which are analogous to the ordinary Gaming segments, with additional categorizations of the Telecommunication Network Providers.
Gaming audience data is just a part of all audience data we provide. We deliver millions of users’ profiles gathered globally and grouped into IAB-compliant segments. You can choose which target groups you want to reach. Contact us to check all the possibilities: team@oan.pl
How you can use our data?
There are two main areas where you can use our data: - Marketers - targeting online campaigns With our high-quality audience data, you can easily reach specific audiences across the world in programmatic campaigns. Show them personalized ads adjusted to their specific profiles. - Ad tech companies Enriching 1st party data or using our raw data by your own data science team.