Facebook
TwitterMIT Licensehttps://opensource.org/licenses/MIT
License information was derived automatically
This dataset offers a curated historical overview of first-person shooter (FPS) video games, capturing key details such as game titles, developers, supported platforms, and release dates. It is designed to support data exploration, trend analysis, and game industry research.
The collection spans several decades of FPS game development, showcasing both iconic titles and lesser-known releases. Whether you're a data scientist analyzing genre trends, a developer studying platform distribution, or a gaming enthusiast curious about FPS evolution, this dataset provides a solid foundation.
Column Descriptions:
Title – The name of the FPS video game, including both well-known and obscure entries across various gaming eras.
Developer – The studio(s) or individual(s) responsible for creating the game. Some entries list multiple developers for collaborative or cross-platform projects.
Platform – The gaming systems the game was released on, such as PS2, Xbox, GCN, WIN (Windows), GBA, and more. Multiple platforms are comma-separated.
Release_Date – The game's initial release date, shown in YYYY-MM-DD format. This generally reflects the earliest official release across any platform or region.
Facebook
TwitterA survey conducted in the third quarter of 2024 found that over 92 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 83 percent of internet users were gamers.
Facebook
TwitterIncludes 24 hour recall data that children were instructed to fill-out describing the previous day’s activities at baseline, weeks 2 and 4 of the intervention, after the intervention (6 weeks), and after washout (10 weeks). Includes accelerometer data using an ActiGraph to assess usual physical and sedentary activity at baseline, 6 weeks, and 10 weeks. Includes demographic data such as weight, height, gender, race, ethnicity, and birth year. Includes relative reinforcing value data showing how children rated how much they would want to perform both physical and sedentary activities on a scale of 1-10 at baseline, week 6, and week 10. Includes questionnaire data regarding exercise self-efficacy using the Children’s Self-Perceptions of Adequacy in and Predilection of Physical Activity Scale (CSAPPA), motivation for physical activity using the Behavioral Regulations in Exercise Questionnaire, 2nd edition (BREQ-2), motivation for active video games using modified questions from the BREQ-2 so that the question refers to motivation towards active video games rather than physical activity, motivation for sedentary video games using modified questions from the BREQ-2 so that the question refers to motivation towards sedentary video games behavior rather than physical activity, and physical activity-related parenting behaviors using The Activity Support Scale for Multiple Groups (ACTS-MG). Resources in this dataset:Resource Title: 24 Hour Recall Data. File Name: 24 hour recalldata.xlsxResource Description: Children were instructed to fill out questions describing the previous day's activities at baseline, week 2, and week 4 of the intervention, after the intervention (6 weeks), and after washout (10 weeks).Resource Title: Actigraph activity data. File Name: actigraph activity data.xlsxResource Description: Accelerometer data using an ActiGraph to assess usual physical and sedentary activity at baseline, 6 weeks, and 10 weeks.Resource Title: Liking Data. File Name: liking data.xlsxResource Description: Relative reinforcing value data showing how children rated how much they would want to perform both physical and sedentary activities on a scale of 1-10 at baseline, week 6, and week 10.Resource Title: Demographics. File Name: Demographics (Birthdate-Year).xlsxResource Description: Includes demographic data such as weight, height, gender, race, ethnicity, and year of birth.Resource Title: Questionnaires. File Name: questionnaires.xlsxResource Description: Questionnaire data regarding exercise self-efficacy using the Children's Self-Perceptions of Adequacy in and Predilection of Physical Activity Scale (CSAPPA), motivation for physical activity using the Behavioral Regulations in Exercise Questionnaire, 2nd edition (BREQ-2), motivation for active video games using modified questions from the BREQ-2 so that the question refers to motivation towards active video games rather than physical activity, motivation for sedentary video games using modified questions from the BREQ-2 so that the question refers to motivation towards sedentary video games behavior rather than physical activity, and physical activity-related parenting behaviors using The Activity Support Scale for Multiple Groups (ACTS-MG).
Facebook
TwitterAttribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
In the realm of mobile gaming, users often steer clear of in-game advertisements due to the disruptions they introduce. Nevertheless, game developers and advertisers are keen on enhancing ad acceptance. This study undertakes an empirical examination to validate the theoretical link between gaming experience and the avoidance of in-game mobile advertisements. It delves into the parallel, serial, and conditional mediation effects that come into play. Furthermore, this research probes the interaction effect of the fear of COVID-19 on the connection between gaming experience and one's attitude towards games. The data for this study is derived from 508 Generation Z respondents in Pakistan who are regular mobile gamers. Analysis is conducted using Partial Least Squares Structural Equation Modeling (PLS-SEM). The findings reveal that gaming experience indirectly influences ad avoidance through the mediation of attitudes towards both advertisements and game apps. Notably, the fear of COVID-19 moderates the relationships between attitudes towards games, attitudes towards advertisements, and in-game ad avoidance. Additionally, it is important to acknowledge that the study has limitations, including the regional and generational focus of the sample. These findings have significant implications for advertisers, game developers, and researchers, offering insights into the dynamics of ad avoidance in mobile gaming environments, while considering the unique context of COVID-19 and the need for personalized advertising strategies.
Facebook
TwitterAttribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Video games-related articles extracted from Wikipedia.
For all articles, the figures and tables have been filtered out, as well as the categories and "see also" sections.
The article structure, and particularly the sub-titles and paragraphs are kept in these datasets
Video games
The Wikipedia video games dataset consists of 21,935 articles reviewing video games from all genres and consoles. Each article may consist of a different combination of sections, including summary, gameplay, plot, production, etc. Examples for ground-truth expert-based recommendations are:
Facebook
TwitterIn fiscal year 2024, Capcom sold approximately 45.89 million games, 41.35 million of which were digital game downloads. The company's steady increase of digital game software download sales is in line with the general pivot of gaming sales towards digital store solutions. The outbreak of the COVID-19 pandemic has accelerated this process.
Facebook
TwitterIn 2025 year-to-date, there was one initial public offering in the gaming industry worldwide, a significant decline from the previous year. The gaming industry's IPO activity peaked in 2021, with 35 companies going public. The value of 2025 gaming IPOs amounted to 2.2 billion U.S. dollars.
Facebook
TwitterIn 2030, the revenue growth is forecast to significantly decrease in all segments compared to the previous time point. In this context, the notably strong decrease of the segment Cloud Gaming towards the end of the forecast period stands out. In comparison to the average decrease of 0.4344 percent, the revenue change is decreasing significantly here, with a value of 2 percent. Find further statistics on other topics such as a comparison of the revenue in India and a comparison of the revenue in the United Kingdom.The Statista Market Insights cover a broad range of additional markets.
Facebook
TwitterIn 2025 year-to-date, there was one initial public offering in the gaming industry worldwide, worth a total market cap of 2.2 million U.S. dollars. In 2024, gaming industry IPO value totalled 3.07 billion U.S. dollars.
Facebook
TwitterOf the most anticipated 200 upcoming new video games from late 2022 through 2024, 156 were planned for release on PC, making it the most popular platform. Additionally, 115 games were planned for PlayStation 5 and another 113 were going to be released for Xbox Series X/S, too. In terms of platform exclusivity, 22 games were projected to be PlayStation-only, and 26 planned titles were going to be released only on Xbox but not on PlayStation.
Facebook
TwitterVenture capital (VC) and other private investment in the gaming industry peaked in 2022. In the second quarter of that year, the amount of private funding generated by investment in the global gaming industry amounted to 7.1 billion U.S. dollars. In the fourth quarter of 2024, such funding came to 700 million U.S. dollars for the period.
Facebook
TwitterIn 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.
Facebook
TwitterA global game developer survey conducted in 2023 found that 67 percent of responding studios used daily rewards and missions as a player retention tactic for their video games. Achievements and challenges came in second place, keeping players engaged, as nearly six in ten studios stated using this engagement technique.
Facebook
Twitterhttps://www.winsipedia.com/termshttps://www.winsipedia.com/terms
Complete historical game data between Miami (FL) and Texas Tech including scores, dates, locations, and game statistics.
Not seeing a result you expected?
Learn how you can add new datasets to our index.
Facebook
TwitterMIT Licensehttps://opensource.org/licenses/MIT
License information was derived automatically
This dataset offers a curated historical overview of first-person shooter (FPS) video games, capturing key details such as game titles, developers, supported platforms, and release dates. It is designed to support data exploration, trend analysis, and game industry research.
The collection spans several decades of FPS game development, showcasing both iconic titles and lesser-known releases. Whether you're a data scientist analyzing genre trends, a developer studying platform distribution, or a gaming enthusiast curious about FPS evolution, this dataset provides a solid foundation.
Column Descriptions:
Title – The name of the FPS video game, including both well-known and obscure entries across various gaming eras.
Developer – The studio(s) or individual(s) responsible for creating the game. Some entries list multiple developers for collaborative or cross-platform projects.
Platform – The gaming systems the game was released on, such as PS2, Xbox, GCN, WIN (Windows), GBA, and more. Multiple platforms are comma-separated.
Release_Date – The game's initial release date, shown in YYYY-MM-DD format. This generally reflects the earliest official release across any platform or region.