6 datasets found
  1. h

    steam-games-dataset

    • huggingface.co
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    Martin Bustos, steam-games-dataset [Dataset]. http://doi.org/10.57967/hf/0511
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    Authors
    Martin Bustos
    License

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

    Description

    Overview

    Information of more than 110,000 games published on Steam. Maintained by Fronkon Games. This dataset has been created with this code (MIT) and use the API provided by Steam, the largest gaming platform on PC. Data is also collected from Steam Spy. Only published games, no DLCs, episodes, music, videos, etc. Here is a simple example of how to parse json information:

    Simple parse of the 'games.json' file.

    import os import json

    dataset = {} if… See the full description on the dataset page: https://huggingface.co/datasets/FronkonGames/steam-games-dataset.

  2. U.S. daily time spent playing games and leisure computer use 2019-2024, by...

    • statista.com
    Updated Jul 3, 2025
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    Statista (2025). U.S. daily time spent playing games and leisure computer use 2019-2024, by age [Dataset]. https://www.statista.com/statistics/502149/average-daily-time-playing-games-and-using-computer-us-by-age/
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    Dataset updated
    Jul 3, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    General video gaming use among the U.S. population increased significantly during the COVID-19 pandemic. Between May and December 2020, U.S. teens aged 15 to 19 years spent an average of 112.8 daily minutes on playing games and using computers for leisure, up from 73.8 minutes per day in the corresponding period of 2019. In 2024, the daily time spent on such activities among this age group decreased to 78.6 minutes per day.

  3. f

    Exploring the relationship between video game expertise and fluid...

    • plos.figshare.com
    • datasetcatalog.nlm.nih.gov
    pdf
    Updated May 30, 2023
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    Athanasios V. Kokkinakis; Peter I. Cowling; Anders Drachen; Alex R. Wade (2023). Exploring the relationship between video game expertise and fluid intelligence [Dataset]. http://doi.org/10.1371/journal.pone.0186621
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    pdfAvailable download formats
    Dataset updated
    May 30, 2023
    Dataset provided by
    PLOS ONE
    Authors
    Athanasios V. Kokkinakis; Peter I. Cowling; Anders Drachen; Alex R. Wade
    License

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

    Description

    Hundreds of millions of people play intellectually-demanding video games every day. What does individual performance on these games tell us about cognition? Here, we describe two studies that examine the potential link between intelligence and performance in one of the most popular video games genres in the world (Multiplayer Online Battle Arenas: MOBAs). In the first study, we show that performance in the popular MOBA League of Legends’ correlates with fluid intelligence as measured under controlled laboratory conditions. In the second study, we also show that the age profile of performance in the two most widely-played MOBAs (League of Legends and DOTA II) matches that of raw fluid intelligence. We discuss and extend previous videogame literature on intelligence and videogames and suggest that commercial video games can be useful as 'proxy' tests of cognitive performance at a global population level.

  4. Intensity of use of Internet, video streaming services and video gaming...

    • www150.statcan.gc.ca
    • open.canada.ca
    • +1more
    Updated Jul 20, 2023
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    Government of Canada, Statistics Canada (2023). Intensity of use of Internet, video streaming services and video gaming services by gender, age group and highest certificate, diploma or degree completed [Dataset]. http://doi.org/10.25318/221001360185-eng
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    Dataset updated
    Jul 20, 2023
    Dataset provided by
    Statistics Canadahttps://statcan.gc.ca/en
    Area covered
    Canada
    Description

    Percentage of Canadians' time spent online and using video streaming services and video gaming services, in a typical week.

  5. Electronic Arts (EA) net bookings as of Q1 2026, by composition

    • statista.com
    Updated Jun 25, 2025
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    Jessica Clement (2025). Electronic Arts (EA) net bookings as of Q1 2026, by composition [Dataset]. https://www.statista.com/topics/3436/gaming-monetization/
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    Dataset updated
    Jun 25, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    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.

  6. Roblox games user engagement worldwide as of Q1 2025

    • statista.com
    Updated Mar 15, 2025
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    Jessica Clement (2025). Roblox games user engagement worldwide as of Q1 2025 [Dataset]. https://www.statista.com/topics/8016/covid-19-impact-on-the-gaming-industry-worldwide/
    Explore at:
    Dataset updated
    Mar 15, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    During the first quarter of 2025, gaming company Roblox Corporation accumulated over 21.7 billion hours worth of global user engagement with Roblox games. This figure is up from 18.7 billion hours in the previous quarter.

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Martin Bustos, steam-games-dataset [Dataset]. http://doi.org/10.57967/hf/0511

steam-games-dataset

Steam Games Dataset

FronkonGames/steam-games-dataset

Explore at:
2 scholarly articles cite this dataset (View in Google Scholar)
Authors
Martin Bustos
License

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

Description

Overview

Information of more than 110,000 games published on Steam. Maintained by Fronkon Games. This dataset has been created with this code (MIT) and use the API provided by Steam, the largest gaming platform on PC. Data is also collected from Steam Spy. Only published games, no DLCs, episodes, music, videos, etc. Here is a simple example of how to parse json information:

Simple parse of the 'games.json' file.

import os import json

dataset = {} if… See the full description on the dataset page: https://huggingface.co/datasets/FronkonGames/steam-games-dataset.

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