9 datasets found
  1. Global Video Game Sales and Reviews

    • kaggle.com
    zip
    Updated Dec 20, 2023
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    The Devastator (2023). Global Video Game Sales and Reviews [Dataset]. https://www.kaggle.com/datasets/thedevastator/global-video-game-sales-and-reviews
    Explore at:
    zip(57229 bytes)Available download formats
    Dataset updated
    Dec 20, 2023
    Authors
    The Devastator
    Description

    Global Video Game Sales and Reviews

    Global Video Game Performance: Sales, Reviews, and Rankings

    By Andy Bramwell [source]

    About this dataset

    The elements covered in this well-curated dataset include: The ranking of the game based on global sales under the column 'Rank'. This metric provides perspective on how popular or successful a particular game has been across countries in comparison to others during its time. Noting that video games' popularity could vary greatly from one geography to another due to factors like cultural nuances, gamer preferences, etc., regional sales have been marked separately for North America (North America), Europe (Europe), Japan (Japan) as well as for other parts of the World excluding these three regions under the column 'Rest of World'.

    For easy identification among massive chunks of data, we've included each game's title (Game Title) along with additional categorization based on their genre (Genre). From action-packed adventures to strategic board-like scenarios or enchanted magic realms - classifications cover it all! In addition, detailed information about publishers can be found under 'Publisher', which grants insights about leading companies dominating market shares.

    Further details expand into mentioning platforms such as PS4, Xbox, PC where these games can be played under 'Platform'. A unique attribute covered in this database is ‘Review’. Given that critique ratings play an influential role in engaging new players into trying out a particular video game or boosting existing user morale regarding their choice; this numeric representation ranging typically from 1-10 vividly captures public opinion about them.

    Lastly, just for keeping tabs on ever-evolving gaming technology standards where newer versions often outshine predecessors irrespective of actual gameplay quality itself; having release years mentioned ('Year') proves beneficial for categorizing them chronologically. This helps correlate whether higher sales figures can sometimes merely be indicative of more people having access to necessary high-end gaming hardware during later periods.

    In essence, this dataset titled ‘Video Games Sales.csv’ holds immense potential for informative deep-dives into the Video Game industry's trends and paradigms, forming a solid foundation for market research, academic purposes or personal projects

    How to use the dataset

    This dataset provides extensive information about various video game titles, their sales performance across multiple regions, publisher details and game reviews. Follow the steps outlined below to make the most out of this remarkable dataset!

    1. Game Research & Evaluation:

    With columns such as 'Game Title', 'Genre' and 'Review', you can research on particular games or genres that interest you. You can evaluate a game based on its review scores, delving into what makes a top-rated game.

    2. Publisher Analysis:

    The 'Publisher' column lets you track which publishers are behind the most successful games in terms of sales and reviews. This analysis could be useful for people interested in business trends in gaming industry or trying to identify potential innovative publishers.

    3. Regional Market Trend Identification:

    You can use data from columns like ‘North America’, ‘Europe’, ‘Japan’ and ‘Rest of World’ to study regional market trends for certain genres or platforms; it might enable one to recognize patterns over time or cultural preferences with regard to video games.

    4. Global Sales Analysis:

    Using the 'Global' column, you could observe which games have been globally successful, going beyond regional preferences by genre or platform.

    5. Platform Insight:

    The platform on which a particular game is available is another significant factor (e.g., PC, PS4, Xbox). By utilizing the data contained in this dataset regarding platforms, one may learn how platform choice impacts global sales as well as discern any correlation between preferred platform types among specific regions.

    Remember that every statistical analysis begins with knowing your data - dive deep into each variable; explore patterns within variables before looking at correlations between different fields.

    Don't forget - when engaged with comprehensive datasets like these - creativity is your only limit! Happy analyzing!

    Research Ideas

    • Trend Analysis: This dataset can be used to analyze the trends in video game preferences over the years based on genre, publisher, platform and region. It can provide interesting insights into how consumer tastes have evolved with time and which game genres are becoming more popular.
    • Sales Forecasting: U...
  2. U.S. daily time spent playing games and leisure computer use 2019-2024, by...

    • statista.com
    Updated Nov 27, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    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/
    Explore at:
    Dataset updated
    Nov 27, 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. Nintendo Switch Dedicated Video Game Sales Units:

    • kaggle.com
    zip
    Updated Jan 6, 2023
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    The Devastator (2023). Nintendo Switch Dedicated Video Game Sales Units: [Dataset]. https://www.kaggle.com/datasets/thedevastator/nintendo-switch-dedicated-video-game-sales-units
    Explore at:
    zip(994 bytes)Available download formats
    Dataset updated
    Jan 6, 2023
    Authors
    The Devastator
    Description

    Nintendo Switch Dedicated Video Game Sales Units: 2017-2020

    Quantifying Unit Sales Performance

    By Charlie Hutcheson [source]

    About this dataset

    This dataset contains dedicated video game sales unit data for the Nintendo Switch platform from 2017 to 2020, as reported by official Nintendo Investor Relations. It provides an snapshot of consumers’ buying trends over the past four years and helps us gain insightful understanding into the introduction, expansion and success of this platform across global markets. The data can be used to analyze multiple aspects such as performance of specific titles/genres/franchises, changes in market expectations over time and more. This chart helps to visualize the dynamic changes in these sales units over that four-year timeframe. From this chart we can gain valuable understanding about how successful various releases have been on this gaming console, what titles drove its popularity levels and more useful insights that could help other developers in creating future products for similar platforms

    More Datasets

    For more datasets, click here.

    Featured Notebooks

    • 🚨 Your notebook can be here! 🚨!

    How to use the dataset

    This dataset contains historical sales unit data for the Nintendo Switch platform from 2017 to 2020. The original visualization provides a clear visual representation of the number of sales units over time. It is easy to discern which months have seen higher levels of sales, and which have seen lower ones.

    Using this dataset, users can perform various analyses on the results to gain further insights into consumer trends and buy behavior associated with the Nintendo Switch platform. Users can also glean information on pricing strategies taken by Nintendo as well as consumer preferences over time in order to inform future business decisions.

    In order to maximize use of this data set, users are encouraged to consider questions such as: What types of games do consumers prefer? How has their taste changed over time? What is the average amount spent per game by region or country? How often are certain consoles purchased or rented? And what role do discounts or promotions play in influencing purchasing decisions? By exploring these questions, users can begin understanding how different factors may be affecting overall demand for a product associated with the Nintendo Switch platform.

    By analyzing this dataset, users also get an insight into how other competitors within the industry are affecting sales performance and allowing them take steps necessary for either surpassing competitors or maintaining dominance through suitable tactics like improved marketing campaigns or better-priced products that appeal more strongly customers’ needs and wants . In addition, examining this data enables companies keenly understand customer demands at detailed levels including whether customers prefer switch game bundles with extra features like custom skins etc., titles released during special times such as a holiday season that incite strong demand among buyers and also relevant discounts/promotions offered during times when people want/needing much needed break from regular routine life.. Ultimately , gaining greater insight into customer objectives allows firms efficiently manage their costs while maximizing profits through effective decisions based on reliable datasets such as that contained in this one instead rarely updated manual counts/observations which dont just lack comprehensiveness but also accuracy in nature.

    Research Ideas

    • Producing a mobile application to present the sales units in an intuitive and interactive way;
    • Utilizing the data for machine learning algorithms to predict and analyze trends in Nintendo Switch dedicated video game sales units;
    • Creating infographics and visualizations that can be used for promotional materials or to educate customers about the success of Nintendo Switch dedicated game sales

    Acknowledgements

    If you use this dataset in your research, please credit the original authors. Data Source

    License

    License: Dataset copyright by authors - You are free to: - Share - copy and redistribute the material in any medium or format for any purpose, even commercially. - Adapt - remix, transform, and build upon the material for any purpose, even commercially. - You must: - Give appropriate credit - Provide a link to the license, and indicate if changes were made. - ShareAlike - You must distribute your contributions under the same license as the or...

  4. f

    Data from: Exploring the relationship between video game expertise and fluid...

    • datasetcatalog.nlm.nih.gov
    • plos.figshare.com
    Updated Nov 15, 2017
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Drachen, Anders; Wade, Alex R.; Kokkinakis, Athanasios V.; Cowling, Peter I. (2017). Exploring the relationship between video game expertise and fluid intelligence [Dataset]. https://datasetcatalog.nlm.nih.gov/dataset?q=0001757294
    Explore at:
    Dataset updated
    Nov 15, 2017
    Authors
    Drachen, Anders; Wade, Alex R.; Kokkinakis, Athanasios V.; Cowling, Peter I.
    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.

  5. Gaming Trends 2024

    • kaggle.com
    zip
    Updated Nov 18, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    anonymous (2024). Gaming Trends 2024 [Dataset]. https://www.kaggle.com/anonymous28574/gaming-trends-2024
    Explore at:
    zip(249635 bytes)Available download formats
    Dataset updated
    Nov 18, 2024
    Authors
    anonymous
    License

    Apache License, v2.0https://www.apache.org/licenses/LICENSE-2.0
    License information was derived automatically

    Description

    The Evolution of a Global Phenomenon

    The gaming industry is more than just a form of entertainment—it’s a cultural juggernaut that reflects the pulse of innovation, creativity, and community in the digital era. Gaming trends encapsulate the evolution of platforms, genres, player behavior, and industry economics, offering a window into how the industry adapts and thrives in a constantly changing landscape.

    Key Trends Shaping the Gaming World

    Platform Ecosystems and the Battle for Dominance: The gaming ecosystem is a three-way battlefield between consoles, PCs, and mobile devices, each with its own loyal fanbase. While traditional consoles like PlayStation and Xbox thrive on exclusivity, PC gaming dominates the competitive and modding scenes. Meanwhile, mobile gaming’s meteoric rise is redefining accessibility, offering high-quality gaming experiences on the go. Cloud gaming platforms like Stadia and GeForce Now are further blurring these lines, creating a unified yet competitive space.

    Genre Renaissance and Niche Revolution: Genres like Action, Adventure, and RPGs remain staples of the industry, but niche categories like Simulation, Survival, and Indie Platformers are thriving, often backed by passionate communities. The rise of sub-genres, such as Souls-like or Roguelikes, highlights players' demand for unique and challenging experiences. Battle Royale, an overnight sensation, continues to evolve, proving how a single genre can dominate global gaming culture.

    User Feedback as the Voice of Gaming Culture: In a world where Metacritic scores, Steam reviews, and community forums hold immense power, user ratings are no longer just numbers—they’re the currency of credibility. Developers are increasingly engaging with their player base through iterative updates, live-service models, and fan-driven content, shaping games into living, breathing experiences.

    Geographical Influences on Gaming Styles: Gaming culture varies significantly across regions, with Asia pioneering mobile gaming and competitive esports scenes, North America leading AAA production, and Europe fostering indie innovation. Cultural influences can be seen in game design—Japan’s intricate storytelling (e.g., JRPGs), the West’s open-world epics, and China’s mobile-first dominance are reshaping global trends.

    The Economics of Creativity: The contrast between indie darlings and blockbuster AAA games tells a fascinating story of budgets and creativity. While high-budget games like Elden Ring or Cyberpunk 2077 push graphical and narrative boundaries, indie hits like Hollow Knight or Among Us show that clever gameplay and community engagement often outshine expensive production values. Microtransactions, season passes, and in-game economies continue to drive revenue models in this live-service era.

    Immersive Technology and the Future of Gaming: Cutting-edge technologies like VR, AR, and haptics are redefining immersion, making players feel like they’re truly in the game world. With the promise of metaverse gaming, persistent virtual worlds with real economies and player-driven stories are just on the horizon.

    Esports, Streaming, and the Social Layer: Gaming has transcended solo entertainment to become a massive spectator sport, with platforms like Twitch and YouTube Gaming hosting millions of viewers daily. Esports tournaments for titles like League of Legends, Valorant, and Dota 2 bring gaming communities together, while individual streamers influence trends, game launches, and even patch updates.

    Why Gaming Trends Matter in the Culture of Play Shaping Player Communities: Gaming is no longer a solitary activity; it’s a shared culture. Understanding trends helps developers and publishers connect with their audience on a deeper level. Driving Industry Innovation: Trends guide how the industry reinvents itself, with players demanding fresh experiences, cross-platform connectivity, and more social interaction. Defining the Future of Digital Entertainment: Gaming’s blend of technology, storytelling, and community has placed it at the forefront of digital culture, making it an industry to watch for groundbreaking innovation. Gaming trends are more than market insights—they’re a reflection of how people play, compete, and connect in the modern world. The industry's evolution is a testament to its ability to adapt to shifting player expectations while remaining a cornerstone of global culture.

    Explanation of Dataset Variables

    1. Date: Represents the date of the game's release.
    2. Platform: Indicates the gaming platform, such as PC, Console, Mobile, or VR.
    3. Daily Active Users (DAU): The number of users actively playing the game daily.
    4. New Registrations: The number of new users who registered to play the game.
    5. Session Duration (minutes): The average time (in minutes) that players spend in a single gaming session.
    6. In-game Pu...
  6. Top 100 YouTube Channels - Gaming Category

    • vidiq.com
    Updated May 8, 2023
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    vidIQ (2023). Top 100 YouTube Channels - Gaming Category [Dataset]. https://vidiq.com/youtube-stats/top/category/gaming/
    Explore at:
    Dataset updated
    May 8, 2023
    Dataset authored and provided by
    vidIQ
    Time period covered
    Nov 26, 2025
    Area covered
    YouTube, Worldwide
    Variables measured
    rank, subscribers, total views, video count
    Description

    Comprehensive ranking dataset of the top 100 YouTube channels in the Gaming category. This dataset features 100 channels with detailed statistics including subscriber counts, total video views, video count, and global rankings. The leading channel has 110,000,000 subscribers and 29,436,109,895 total views. Each entry includes comprehensive metrics to analyze channel performance, growth trends, and competitive positioning. This dataset is regularly updated to reflect the latest YouTube channel statistics and ranking changes, providing valuable insights for content creators, marketers, and researchers analyzing YouTube ecosystem trends and channel performance benchmarks.

  7. Markiplier's YouTube Channel Statistics

    • vidiq.com
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    vidIQ, Markiplier's YouTube Channel Statistics [Dataset]. https://vidiq.com/youtube-stats/channel/UC7_YxT-KID8kRbqZo7MyscQ/
    Explore at:
    Dataset authored and provided by
    vidIQ
    Time period covered
    Nov 1, 2025 - Nov 27, 2025
    Area covered
    US, YouTube
    Variables measured
    subscribers, video count, video views, engagement rate, upload frequency, estimated earnings
    Description

    Comprehensive YouTube channel statistics for Markiplier, featuring 37,900,000 subscribers and 22,996,855,694 total views. This dataset includes detailed performance metrics such as subscriber growth, video views, engagement rates, and estimated revenue. The channel operates in the Gaming category and is based in US. Track 5,777 videos with daily and monthly performance data, including view counts, subscriber changes, and earnings estimates. Analyze growth trends, engagement patterns, and compare performance against similar channels in the same category.

  8. U.S. top selling video games 2024

    • statista.com
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista, U.S. top selling video games 2024 [Dataset]. https://www.statista.com/statistics/1285658/top-ranked-video-games-sales-annual/
    Explore at:
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2024
    Area covered
    United States
    Description

    In 2024, Call of Duty: Black Ops 6, published by Activision Blizzard, was the top-selling video game in the United States based on dollar sales. EA Sports College Football 25 was in second place, followed by the shooter Helldivers II. The dominance of AAA gaming productions In the video-game industry, AAA (pronounced Triple-A) is a classification that is used when describing or talking about video games that are produced and distributed by major or mid-tier video game developers. These game productions typically have a large development and marketing budget. When looking at the top-selling video games in the United States in 2023, the majority of the best-selling titles were produced by the biggest gaming companies worldwide. In addition to several publicly listed video game companies, gaming platform owners Sony and Nintendo also produce top-selling games with Sony's Marvel's Spider-Man 2 and Nintendo’s The Legend of Zelda: Tears of the Kingdom also reaching rank four and five, respectively. Spotlight: Call of Duty series Activision Blizzard’s long-running Call of Duty franchise usually features in many end-of-the-year lists as it is one of the top-grossing and best-selling gaming franchises worldwide. As of April 2021, the Call of Duty (CoD) series has generated more than 400 million lifetime unit sales and the most recent entry in the series is Call of Duty: Modern Warfare III, which was released in November 2023. The annual releases of the game series are rotated between several game development studios which are subsidiaries of Activision Blizzard: Infinity Ward, Sledgehammer Games, Treyarch, and Raven Software.

  9. U.S. mobile gaming spenders time to first purchase after installation 2025

    • statista.com
    Updated Jun 25, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista Research Department (2025). U.S. mobile gaming spenders time to first purchase after installation 2025 [Dataset]. https://www.statista.com/topics/3436/gaming-monetization/
    Explore at:
    Dataset updated
    Jun 25, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    As of 2025, puzzle games had the overall shortest time between installation and first purchase across mobile operating systems. On Android, the time to first purchase was 1.6 days after installation, compared to 1.7 days on iOS. The largest discrepancy occurred with match games, with only 1.7 days between installation and first purchase on iOS compared to three days on Android.

  10. Not seeing a result you expected?
    Learn how you can add new datasets to our index.

Share
FacebookFacebook
TwitterTwitter
Email
Click to copy link
Link copied
Close
Cite
The Devastator (2023). Global Video Game Sales and Reviews [Dataset]. https://www.kaggle.com/datasets/thedevastator/global-video-game-sales-and-reviews
Organization logo

Global Video Game Sales and Reviews

Global Video Game Performance: Sales, Reviews, and Rankings

Explore at:
zip(57229 bytes)Available download formats
Dataset updated
Dec 20, 2023
Authors
The Devastator
Description

Global Video Game Sales and Reviews

Global Video Game Performance: Sales, Reviews, and Rankings

By Andy Bramwell [source]

About this dataset

The elements covered in this well-curated dataset include: The ranking of the game based on global sales under the column 'Rank'. This metric provides perspective on how popular or successful a particular game has been across countries in comparison to others during its time. Noting that video games' popularity could vary greatly from one geography to another due to factors like cultural nuances, gamer preferences, etc., regional sales have been marked separately for North America (North America), Europe (Europe), Japan (Japan) as well as for other parts of the World excluding these three regions under the column 'Rest of World'.

For easy identification among massive chunks of data, we've included each game's title (Game Title) along with additional categorization based on their genre (Genre). From action-packed adventures to strategic board-like scenarios or enchanted magic realms - classifications cover it all! In addition, detailed information about publishers can be found under 'Publisher', which grants insights about leading companies dominating market shares.

Further details expand into mentioning platforms such as PS4, Xbox, PC where these games can be played under 'Platform'. A unique attribute covered in this database is ‘Review’. Given that critique ratings play an influential role in engaging new players into trying out a particular video game or boosting existing user morale regarding their choice; this numeric representation ranging typically from 1-10 vividly captures public opinion about them.

Lastly, just for keeping tabs on ever-evolving gaming technology standards where newer versions often outshine predecessors irrespective of actual gameplay quality itself; having release years mentioned ('Year') proves beneficial for categorizing them chronologically. This helps correlate whether higher sales figures can sometimes merely be indicative of more people having access to necessary high-end gaming hardware during later periods.

In essence, this dataset titled ‘Video Games Sales.csv’ holds immense potential for informative deep-dives into the Video Game industry's trends and paradigms, forming a solid foundation for market research, academic purposes or personal projects

How to use the dataset

This dataset provides extensive information about various video game titles, their sales performance across multiple regions, publisher details and game reviews. Follow the steps outlined below to make the most out of this remarkable dataset!

1. Game Research & Evaluation:

With columns such as 'Game Title', 'Genre' and 'Review', you can research on particular games or genres that interest you. You can evaluate a game based on its review scores, delving into what makes a top-rated game.

2. Publisher Analysis:

The 'Publisher' column lets you track which publishers are behind the most successful games in terms of sales and reviews. This analysis could be useful for people interested in business trends in gaming industry or trying to identify potential innovative publishers.

3. Regional Market Trend Identification:

You can use data from columns like ‘North America’, ‘Europe’, ‘Japan’ and ‘Rest of World’ to study regional market trends for certain genres or platforms; it might enable one to recognize patterns over time or cultural preferences with regard to video games.

4. Global Sales Analysis:

Using the 'Global' column, you could observe which games have been globally successful, going beyond regional preferences by genre or platform.

5. Platform Insight:

The platform on which a particular game is available is another significant factor (e.g., PC, PS4, Xbox). By utilizing the data contained in this dataset regarding platforms, one may learn how platform choice impacts global sales as well as discern any correlation between preferred platform types among specific regions.

Remember that every statistical analysis begins with knowing your data - dive deep into each variable; explore patterns within variables before looking at correlations between different fields.

Don't forget - when engaged with comprehensive datasets like these - creativity is your only limit! Happy analyzing!

Research Ideas

  • Trend Analysis: This dataset can be used to analyze the trends in video game preferences over the years based on genre, publisher, platform and region. It can provide interesting insights into how consumer tastes have evolved with time and which game genres are becoming more popular.
  • Sales Forecasting: U...
Search
Clear search
Close search
Google apps
Main menu