4 datasets found
  1. Global gaming penetration Q3 2024, by age and gender

    • statista.com
    • ai-chatbox.pro
    Updated Feb 18, 2025
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    Statista (2025). Global gaming penetration Q3 2024, by age and gender [Dataset]. https://www.statista.com/statistics/326420/console-gamers-gender/
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    Dataset updated
    Feb 18, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    A 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.

  2. Monthly revenue of the U.S. video game industry 2017-2025, by segment

    • statista.com
    Updated Jul 10, 2025
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    Statista (2025). Monthly revenue of the U.S. video game industry 2017-2025, by segment [Dataset]. https://www.statista.com/statistics/201073/revenue-of-the-us-video-game-industry-by-segment/
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    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2017 - May 2025
    Area covered
    United States
    Description

    In April 2025, total video games sales in the United States amounted to **** billion U.S. dollars, representing a one 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.

  3. E

    Minecraft Statistics – By Country, Demographic, Popularity and Traffic...

    • enterpriseappstoday.com
    Updated Apr 10, 2023
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    EnterpriseAppsToday (2023). Minecraft Statistics – By Country, Demographic, Popularity and Traffic Source [Dataset]. https://www.enterpriseappstoday.com/stats/minecraft-statistics.html
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    Dataset updated
    Apr 10, 2023
    Dataset authored and provided by
    EnterpriseAppsToday
    License

    https://www.enterpriseappstoday.com/privacy-policyhttps://www.enterpriseappstoday.com/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Minecraft Statistics: The reports say that the gaming industry is expected to reach $431.87 billion by the year 2030. Since technological developments, not only there are laptops and PCs which are gaming-oriented but mobile devices have become compatible with many advanced games today. The recent release of the Harry Potter game ‘ Hogwarts Legacy is already doing its magic on the muggle world. These Minecraft Statistics include insights from various aspects that provide light on why Minecraft is one of the best games today. Editor’s Choice In Minecraft, 24 hours of the game is 20 minutes in real life. As of January 2023, the recorded number of players is 173.5 million. On average, 110,000 concurrent viewers are found on Twitch. Revenue generated from mobile downloads excluding in-game transactions counts for up to 41% of total Minecraft revenue. The Chinese edition of Minecraft has been downloaded more than 400 million times. To heal the players’ health healing potions have been used more than 1.1 billion times. Before launching Minecraft, the game was almost named a ‘Cave Game’. The game sometimes misspells its name by changing the order of words ‘C’ and ‘E’ with ‘Minecraft’. During the initial years of the pandemic, the database of total players increased by more than 14 million. The average age of a player is 24 years.

  4. f

    S1 Raw data -

    • figshare.com
    xlsx
    Updated Nov 14, 2024
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    Hanguang Yuan; Yaodong Wang; Kairan Yang; Yulu Bin (2024). S1 Raw data - [Dataset]. http://doi.org/10.1371/journal.pone.0312801.s001
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    xlsxAvailable download formats
    Dataset updated
    Nov 14, 2024
    Dataset provided by
    PLOS ONE
    Authors
    Hanguang Yuan; Yaodong Wang; Kairan Yang; Yulu Bin
    License

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

    Description

    In the Paris Olympic cycle, South Korean women’s athlete An Se-young rose to the top of the 2023 BWF Olympic points with a win rate of 89.5%. With An Se-young as the subject, this paper aims to carry out technical and tactical analysis of women’s badminton singles and formulate a prediction model based on machine learning. Firstly, An’s technical and tactical statistics are analyzed and presented in a proposed "three-stage" data classification method. Secondly, we improve our “three-stage” machine learning dataset using video analysis of 10 matches (21 point games) where An Se-young faced off against four other players ranked in the top five of the World Badminton Federation (BWF) in week 44 of 2023. Finally, we establish a prediction model for the scoring and losing of points in the women’s badminton singles based on the ‘Decision tree’, ‘Random forest’, ‘XGBoost’, ‘Support vector’ and ‘K-proximity’ algorithms, and analyze the effectiveness of this model. The results show that the improved data classification is reasonable and can be used to predict the final score of a match. When the support vector machine uses the RBF function kernel, the accuracy reaches its highest at 87.5%, and the consistency of this prediction model is strong. An’s playstyle is sustained and unified; she does not seek continuous pressure, but rather exploits and maximizes her aggression following any mistake made by her opponents, immediately utilizing assault methods such as kills or dives, often resulting in the conversion of points during the subsequent 2–3 strikes.

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Statista (2025). Global gaming penetration Q3 2024, by age and gender [Dataset]. https://www.statista.com/statistics/326420/console-gamers-gender/
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Global gaming penetration Q3 2024, by age and gender

Explore at:
17 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Feb 18, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
Worldwide
Description

A 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.

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