https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/
This is a dataset of mobile video games that have generated at least $100 million in gross revenue. Among them, there are more than 30 mobile games that have grossed more than $1 billion. The video game company with the highest number of titles on the list is Tencent, which publishes and/or owns 12 games on the list, including three in the top ten.
Tabular data includes:
Game
Revenue
Initial release
Publisher(s)
Genre(s)
Complete dataset used in the research study on Mobile Games as Marketing Tools: How Brands Leverage Gaming to Reach Consumers by Dr. Mark Wright
MIT Licensehttps://opensource.org/licenses/MIT
License information was derived automatically
The Mobile Games Dataset is a meticulously curated collection of 100+ top-rated mobile games spanning various genres. This dataset provides a valuable resource for game developers, researchers, and enthusiasts interested in exploring trends and patterns within the mobile gaming industry. Each entry includes the game name, developer, genre, and rating, offering a comprehensive overview of some of the most popular and critically acclaimed mobile games available today.
Game Name: The title of the mobile game.
Developer: The name of the company or individual who developed the game.
Genre: The category or type of game, indicating the primary gameplay mechanics.
Rating: The average user rating of the game, typically on a scale from 1 to 5.
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.
Complete dataset used in the research study on How Mobile Games Foster Creativity in Players by Dr. Larry Sanders
https://www.googleapis.com/download/storage/v1/b/kaggle-user-content/o/inbox%2F3936637%2Fa8cf639255debf504eafc36c4409f425%2Fpubg_PNG37.png?generation=1600176293699043&alt=media" alt="">
Let us analyze the games we daily play on our mobile phone !!
In the past couple of years, Mobile Battle Royale games have become quite popular amongst the gaming community. Due to this reason, there have been many e-sports tournaments of these games. This leads to analyzing each aspect of the game for preparing for tournaments. This dataset contains stats of guns used in the following battle royale games.
Games Included : 1. PUBG Mobile 2. Call of Duty Mobile 3. Garena Free Fire
This is my first dataset, so please put up a comment, or create a discussion forum if any issues found, or any changes needed. I will try to solve it as soon as possible.
In June 2025, Roblox was the most-downloaded gaming app in the Google Play Store worldwide. The creative gaming platform generated more than 21.28 million downloads from Android users. Block Blast! was the second-most popular gaming app title with approximately 19.9 million downloads from global users.
Apache License, v2.0https://www.apache.org/licenses/LICENSE-2.0
License information was derived automatically
Database of Characters in Mobile Games
All the character in the following games are supported:
Arknights (crawled from https://prts.wiki) Fate/Grand Order (crawled from https://fgo.wiki) Azur Lane (crawled from https://wiki.biligame.com/blhx) Girls' Front-Line (crawled from https://iopwiki.com/) Genshin Impact (crawled from https://genshin-impact.fandom.com/ja/wiki/%E5%8E%9F%E7%A5%9E_Wiki)
The source code and python library is hosted on narugo1992/gchar, and the scheduled job is… See the full description on the dataset page: https://huggingface.co/datasets/deepghs/game_characters.
Complete dataset used in the research study on How Mobile Games Can Promote Inclusivity for Neurodiverse Players by Dr. Patrick Russell
Complete dataset used in the research study on How Mobile Games Create a Sense of Accomplishment in Players by Dr. Frank James
Complete dataset used in the research study on Mobile Games and Cross-Platform Play: Bridging the Gap Between Devices by Dr. Kenneth Nelson
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Here are a few use cases for this project:
Video Game Character Classification: The Tianshen model can be used in online or mobile games to differentiate characters based on their classes. This can boost personalization as players could search and select characters based on their related class.
Automated Storytelling: This model could aid in creating a storyline or plot for a game or animated series where it can identify the hero's class and generate a story based on it.
Content Recommendation System: A recommendation system can use the Tianshen model to suggest similar characters or character classes to users, thus enhancing the user experience on gaming platforms or comic websites.
Augmented Reality Experiences: This model can power an AR app that overlays information about the identified hero class when users point their camera at images of the characters.
Educational Aid for Fantasy Literature: Tianshen can be used in educational settings to help teach students about different character classes in fantasy literature, encouraging them to create their own stories.
The data comprises of in-depth interviews with two groups. The first is 20 parents and carers of children and young people who spend money in digital games and have purchased loot boxes (or similar). These interviews explored how parents view their child’s gaming and in-game purchases, how they understand paid reward systems in digital games, and what would help them navigate these systems with their children. The second group are 10 game designers who have experience of designing and developing digital games that contain paid reward systems. The focus here was to investigate how designers make decisions and how they understand the effects paid reward systems have on players. The aim of this data collection was to provide in- depth qualitative evidence of how children and young people engage with, understand, and experience paid reward systems in digital games (across console, mobile, and PC). Commonly called loot boxes, card packs, or spins, these digital items give randomised rewards of uncertain value in exchange for in-game currency purchased with real world money. Their success is largely predicated upon the use of techniques borrowed from regulated gambling to engage players and encourage repeated use of these mechanisms. The motivation for the study was therefore to collect data to investigate the link between paid reward systems in digital games and their relationship to techniques drawn from regulated gambling. These interviews were supplements to video ethnography with 42 families in the North East of England that were conducted in the family home to understand children and young people's practices and activities involving paid reward systems. These files are not uploaded to ReShare due to ethical considerations of recorded footage of children and young people in homes, as per our institutional ethical approval.Gambling style systems in digital games, such as loot boxes, cards, micro-transactions and forms of currency used to purchase game specific content have become widely adopted in a range of digital games. These models of revenue generation can take many forms, from free to play smart phone games that encourage the purchase of additional digital content, to full price videogame console releases that utilise chance based cards or 'loot' paid for with real currency. These systems are highly profitable, with publishers such as Activision earning over $4 billion from this aspect of their games in 2017 alone (Makuch 2018). But, their success is predicated upon the use of techniques and mechanics borrowed from machine gambling to encourage repeated use of these systems. While gambling is a highly regulated activity in the UK that is restricted to adults over the age of 18, many of these games are actively marketed and sold to children and young people under 18. This is problematic and the Gambling Commission (2017) has recently pointed out that 25,000 children between 11 and 16 are problem gamblers, 'with many introduced to betting via computer games and social media'. These systems thus raise important questions about their design and regulation, especially if they act as a gateway to other forms of gambling such as online casinos or fixed odds betting terminals. Despite the widespread nature of gambling style systems in digital games, no academic work has explicitly: 1. Investigated how children and young people use these systems in their everyday lives and whether they create any problems or issues for these groups. 2. Investigated how parents and guardians understand and regulate their children's use of these systems. To investigate these issues and fill this gap in knowledge the project researches three groups. 1. Digital reward system designers. Through interviews with 10 digital interface designers the project will identify the key mechanics and systems utilised in the games they have worked on and the aims of this design. 2. Children and young people who use gambling style systems in digital games. Through 100 hours of video ethnography across 40 families (equalling approximately 2.5 hours of footage per family), the project will investigate how children and young people use gambling style systems in digital games. In addition, 20 semi-structured interviews with children and young people will be conducted to understand how they use gambling style systems outside of the home, for example on mobile devices. 3. Parents of children and young people who use these systems. 20 interviews with parents will investigate how they understand these systems and whether they regulate their use of these systems and what form this regulation might take. Through research with these groups, the project develops a theoretical model of gambling style systems in digital games that investigates whether the success of their underlying mechanics is fundamentally linked to the space-times where they are used. It then examines how children and young people use these systems in practice and how they make sense of them. Utilising this body of evidence, the study will then offer recommendations as to whether these systems should be regulated and what form this regulation could take. The data comprises of qualitative semi-structured interviews with two groups. The first is parents and guardians of children and young people in the North East of England who have used loot boxes and bought in-game content in digital games and apps. Discussions focus on how and when children and young people spend money, and how parents and guardians understand and manage spending. The second group is games designers who create loot boxes and in-game spending systems in a range of games and apps. Here, discussion focuses on the techniques of design in relation to encouraging children and young people to spend money and how effective these techniques are. Sampling procedures involved snowball sampling.
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.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Dividends-Paid Time Series for Shanghai Yaoji Playing Card Co Ltd. Shanghai Yaoji Technology Co., Ltd. engages in mobile game, poker, and internet innovative marketing businesses in China and internationally. The company offers leisure and puzzle games, and internet mobile games. It is also involved in the production and sale of playing cards under the Yaoji brand. In addition, the company provides online marketing solutions. Shanghai Yaoji Technology Co., Ltd. was founded in 1994 and is based in Shanghai, China.
About this Dataset This dataset comprises A/B test outcomes for Cookie Cats, investigating the impact of relocating the initial gate in the game from level 30 to level 40. Upon installing the game, players were randomly assigned to either gate_30 or gate_40.
The data we have is from 90,189 players that installed the game while the AB-test was running. The variables are:
userid: A unique number that identifies each player. version: Whether the player was put in the control group (gate_30 - a gate at level 30) or the group with the moved gate (gate_40 - a gate at level 40). sum_gamerounds: the number of game rounds played by the player during the first 14 days after install. retention_1: Did the player come back and play 1 day after installing? retention_7: Did the player come back and play 7 days after installing?
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Other-Current-Liabilities Time Series for G-bits Network Technology Xiamen Co Ltd. G-bits Network Technology (Xiamen) Co., Ltd. develops and operates of online games. It offers Wendao Mobile Game and Yinian Xiaoyao games; and client, web, and mobile games. The company was founded in 2004 and is based in Xiamen, China.
https://www.enterpriseappstoday.com/privacy-policyhttps://www.enterpriseappstoday.com/privacy-policy
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.
Tutkimuksessa kartoitetaan 15 - 74-vuotiaiden suomalaisten rahapelaamiseen liittyviä mielipiteitä ja rahapelaamista. Siinä pyritään selvittämään mitä mieltä suomalaiset ovat rahapelaamisesta ja nykyisestä rahapelipolitiikasta, mitä rahapelejä pelataan ja kuinka usein, sekä missä määrin rahapelaamisesta aiheutuu haittoja. Aluksi esitettiin rahapelaamista koskevia väitteitä, joilla kartoitettiin rahapelaamiseen liittyviä asenteita yleensä. Seuraavat mielipidekysymykset käsittelivät rahapelien mainontaa, rahapeliautomaattien sijoittelua, valtion ohjausta rahapelaamisessa sekä pelaamisen aiheuttamia sosiaalisia, terveydellisiä ja taloudellisia ongelmia. Seuraavaksi kysyttiin, mitä rahapelejä ja kuinka usein vastaajilla oli tapana pelata. Haluttiin myös tietää, kuinka paljon vastaajat keskimäärin käyttivät rahaa rahapeleihin yhden viikon aikana, mikä oli suurin heidän saamansa rahapelivoitto viimeisen 12 kuukauden aikana ja minkä ikäisenä he olivat aloittaneet rahapelaamisen. Kysymykset käsittelivät myös rahapeliongelmia. Ensin kysyttiin, millaisia ongelmia vastaajalle oli mahdollisesti aiheutunut rahapelaamisesta. Tämän jälkeen kysymykset käsittelivät vastaajan läheisten rahapelaamista sekä heille pelaamisesta mahdollisesti aiheutuneita haittoja. Kysymykset käsittelivät myös vastaajan hyvinvointia ja elämäntapoja. Hyvinvointikysymykset tarkastelivat yleistä terveydentilaa, psyykkistä kuormittuneisuutta, yksinäisyyttä, tupakointitottumuksia ja alkoholin käyttöä. Lopuksi kysyttiin ovatko vastaajat pelanneet video-, konsoli-, tietokone- tai mobiilipelejä, siis pelejä, joita pelataan tietokoneella, pelikonsolilla, älypuhelimella tai tabletilla ilman rahapanosta. Lisäksi vastaajilta tiedusteltiin em. pelien pelaamisen ongelmallisuutta. Taustamuuttujina olivat sukupuoli, ikä, siviilisääty, lasten lukumäärä sekä erilaisia paikkamuuttujia. The survey charted Finnish gambling habits, frequency of gambling, amount of money gambled as well as views on problem gambling and gambling policy and regulation. The term gambling is used here as an umbrella term for lotteries, slot machines, betting, bookmaking, the pools, roulette wheels, and card and dice tables as well as online variations of all of these. First perceptions on gambling were studied. The respondents were asked to what extent they agreed with statements relating to gambling, such as "people should have the right to gamble whenever they want" and "gambling is detrimental to family life." The respondents were asked whether they thought gambling was a problem in Finland, whether the problems associated with gambling had increased or decreased and if the government monopoly and the age limit of 18 were effective ways of limiting problem gambling. The next section of the survey focused on the respondents' experiences of gambling. The respondents were presented with a list of various games (e.g. lotto games and scratchcards of Veikkaus, the National Lottery of Finland, games of chance in a casino and slot machines of Finland's Slot Machine Association, RAY) and asked whether they had played them during the previous 12 months. Other questions charted online gambling in the previous 12 months, gambling websites visited, and frequency of gambling activities. The respondents were asked to estimate the average weekly sum spent on gambling, their largest win in the previous 12 months, and at what age they had gambled for the first time. The respondents' relationship to gambling was examined. They were asked how often they returned another day to try to win back the money they had lost, whether they had claimed to be winning at gambling even though they were actually losing money, whether they had gambled more than they had intended to, and whether other people had criticised them for gambling. Some questions explored whether the respondents had felt guilty while gambling, whether they had wanted to stop betting money or gambling but could not do so, and whether they had hidden their gambling habits from family members. Some questions covered arguments with the people the respondents lived with over how the respondents handled money and whether those arguments had centred on their gambling. Regarding gambling by family members, relatives and friends, the respondents were asked whether any people close to them had problems with gambling, what kind of harm these gambling problems had caused, and how much concern the problems had caused the respondents. The final section pertained to health, well-being and non-gambling games. The respondents were asked to assess their current health status and were asked how often they had felt nervous, calm, despondent and happy in the previous four weeks. Smoking and alcohol use were charted. Finally, the respondents were asked whether they played video games or mobile games, how many hours they had played them in the previous week and month, and whether they felt they might have a problem with these kinds of games. Background variables included the respondent's age, gender, marital status, region, municipality type, education, monthly net income, economic activity and occupational status as well as the number of underage children.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Other-Operating-Expenses Time Series for G-bits Network Technology Xiamen Co Ltd. G-bits Network Technology (Xiamen) Co., Ltd. develops and operates of online games. It offers Wendao Mobile Game and Yinian Xiaoyao games; and client, web, and mobile games. The company was founded in 2004 and is based in Xiamen, China.
https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/
This is a dataset of mobile video games that have generated at least $100 million in gross revenue. Among them, there are more than 30 mobile games that have grossed more than $1 billion. The video game company with the highest number of titles on the list is Tencent, which publishes and/or owns 12 games on the list, including three in the top ten.
Tabular data includes:
Game
Revenue
Initial release
Publisher(s)
Genre(s)