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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
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!
- 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...
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This Dataset provides up-to-date information on the sales performance and popularity of various video games worldwide. The data includes the name, platform, year of release, genre, publisher, and sales in North America, Europe, Japan, and other regions. It also features scores and ratings from both critics and users, including average critic score, number of critics reviewed, average user score, number of users reviewed, developer, and rating. This comprehensive and essential dataset offers valuable insights into the global video game market and is a must-have tool for gamers, industry professionals, and market researchers. by source
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| Column Name | Description |
|---|---|
| Name | The name of the video game. |
| Platform | The platform on which the game was released, such as PlayStation, Xbox, Nintendo, etc. |
| Year of Release | The year in which the game was released. |
| Genre | The genre of the video game, such as action, adventure, sports, etc. |
| Publisher | The company responsible for publishing the game. |
| NA Sales | The sales of the game in North America. |
| EU Sales | The sales of the game in Europe. |
| JP Sales | The sales of the game in Japan. |
| Other Sales | The sales of the game in other regions. |
| Global Sales | The total sales of the game across the world. |
| Critic Score | The average score given to the game by professional critics. |
| Critic Count | The number of critics who reviewed the game. |
| User Score | The average score given to the game by users. |
| User Count | The number of users who reviewed the game. |
| Developer | The company responsible for developing the game. |
| Rating | The rating assigned to the game by organizations such as the ESRB or PEGI. |
- Market Analysis: The video game sales data can be used to analyze market trends and identify popular genres, platforms, and publishers. This can be useful for industry professionals to make informed decisions about game development and marketing strategies.
- Sales Forecasting: The sales data can be used to forecast future trends and predict the success of upcoming games.
- Consumer Insights: The data can be analyzed to gain insights into consumer preferences and buying habits, which can be used to tailor marketing strategies and improve customer satisfaction.
- Comparison of Competitors: The data can be used to compare the sales performance of competing video games and identify market leaders.
- Gaming Industry Performance: The data can be used to evaluate the overall performance of the gaming industry and track its growth over time.
- Gaming Popularity by Region: The data can be analyzed to determine which regions are the largest markets for video games and which genres are most popular in each region.
- Impact of Reviews: The data can be used to study the impact of critic and user reviews on sales and the relationship between scores and sales performance.
- Gaming Trends over Time: The data can be used to identify trends in the gaming industry over time and to track the evolution of the market.
- Gaming Demographics: The data can be used to analyze the demographic makeup of the gaming audience, including age, gender, and income.
- Impact of Gaming Industry on the Economy: The data can be used to evaluate the impact of the gaming industry on the economy and to assess its contribution to job creation and economic growth.
if this dataset was used in your work or studies, please credit the original source Please Credit ↑ ⠀⠀⠀
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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
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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.
- 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
If you use this dataset in your research, please credit the original authors. Data Source
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...
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TwitterHundreds 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.
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Here are a few use cases for this project:
Sports Analytics: The "ball_handler" model could be implemented by basketball teams or broadcasters to accurately analyze the gameplay. It can help in determining crucial statistics such as ball possession time, player positioning on the court, and shooting accuracy based on rim detection.
Player Training and Performance Improvement: Coaches could use this model to analyze individual player's skills, such as ball-handling ability, court presence, and shooting style. This can then facilitate personalized training regimes to enhance their performance.
Video Game Development: This model could be useful in creating realistic basketball video games. It can help game developers create AI-powered characters that mimic real-world player movements, ball-handling dynamics and can even detect the rim for accurate shooting simulations.
Augmented Reality (AR) Sports Apps: "ball_handler" model could be used to build AR applications that provide interactive basketball training sessions. Users can practice ball-handling against virtual players or improve their shooting accuracy with rim detection feature.
Surveillance and Security: Beyond sports, this model could be used for surveillance purposes, particularly in public sports facilities. It can identify people, detect unusual movements (such as someone lying on the floor when they shouldn't be), and potentially provide alerts in real-time.
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TwitterComprehensive 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.
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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.
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
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TwitterA global consumer survey conducted in March 2024 found that 18 percent of respondents were more likely to buy a video game if it was advertised as a collector or limited edition. However, 45 percent of respondents stated that they were not interested in limited edition releases.
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TwitterThe Elder Scrolls V: Skyrim is one of the most amazing RPG that I have ever played. One of the most interesting things about Skyrim for me is the diverse cast of NPCs that you can interact with. Each NPC has their own background and personality which makes it really fun to interact with them. This is why I think it would be interesting if we can make analysis from NPC in Skyrim. The script to scrape the data is available at: https://github.com/muhajipra/scrapeskyrimwiki
This dataset is acquired by using Beautiful Soup 4 to scrape the data from infobox of each character listed in https://en.uesp.net/wiki/Skyrim:People After cleaning the data a little bit, the total number of named characters are 1009, I only include named characters from the link above so characters such as hostile NPC are not included in this dataset.
This dataset uses information from Unofficial Elder Scrolls Page which contains a lot of amazing information, I would like to thank the fans for contributing to the page. The creation of this dataset is also inspired from Skyrim Census made by Ant Pulley using Tableau which you can view by clicking this link. It inspires me to gather my own dataset.
I hope this dataset can help you to gain more insight about the world of Skyrim.
This article is licensed under the Creative Commons by-sa license. It uses material from the UESP page Skyrim: People
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TwitterIn 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.
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TwitterUsing the internet to seek information about any household good or service. Examples of goods: books, films, clothes, music, video games, e-learning material, electronic equipment and computer software. Examples of services: banking, financial and health services. This item should not include transactions, e.g. purchases of any goods or services (whether on or offline), although people usually look up information on goods or services before actually buying them. Data refer to the last 3 months before the survey, for private purposes. The data source is the EU survey on the use of ICT in households and by individuals.
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TwitterIn 2024, the gaming sector experienced a significant number of layoffs because of post-COVID industry contraction which has led to studio consolidation and ultimately, an estimated 14,800 video gaming employees losing their jobs. Additionally, 2023 had also not been kind to the industry, as already 10,500 game developers lost their jobs during industry layoffs during the year.
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Real Time Strategy (RTS) is a genre of strategy video games that do not progress in turns but all all players to act simultaneously, in real-time. It's my favourite genre, and in it I think the 2007 masterpiece Supreme Commander: Forged Alliance stands out. Perhaps the best game ever made, have a look at its original trailer.
But even good games become old, and even good gaming companies go under. Fortunately, an incredible community of enthusiasists came together and created Forged Alliance Forever (FAF). These talented folks spent a decade keeping the game alive. Here's a video of a 2020 match between two top rated players.
And they have a scrapable database of every FAF game ever played, and a downloadable parseable binary replay of every command issued by every player in every game. For example, here's the game metadata for that 2020 match, here's the map it was played on and here's its binary replay.
Nice.
This dataset tracks about 550K of ranked 1v1 ladder games (I ignored unranked and non-1v1 games), including both game metadata from the API and some features extracted from the binary replay files. The games range from mid 2016 to April 2021, involving almost 30K distinct players, of which a few thousand are active.
The dataset is wide, currently at about 130 columns and I'm adding more as I extract more features from the binary replay files.
Here's the code I use to tinker with it - http://github.com/yaniv-aknin/fafalytics
I owe a big thanks to the FAF community at large, and especially to the people acknowledged in the GitHub repo linked above. And to my wife of course.
I guess the top question on my mind is "can we help players become better with data"? Which strategies lead to victory? Another important question is "how healthy is the FAF community, and what can we do to better retain players"? Let's make sure this game remains playable in 25 years' time, too...
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Dataset comparing Digimon and Pokémon statistics and figures.
Digimon, short for “Digital Monsters” is a Japanese media franchise consisting of virtual pet toys, manga, anime, films, a trading card game and video games. The franchise’s main story focuses on predestined children known as the DigiDestined and their loyal Digimon companion exploring and saving a parallel universe known as the “Digital World”. The franchise was created with the intention to be the masculine counterpart to the popular Tamagotchi.
Pokémon, short for “Pocket Monster” is a Japanese franchise consisting of anime, video games, manga, films, a trading card game and much more. The franchise is set in a universe where humans live alongside creatures known as Pokémon, a diverse range of species with unique abilities and the power to evolve into different forms. Humans tend to live and work with their own Pokémon, and some become Pokémon trainers. Though originally targeted at children, the Pokémon franchise is enjoyed by people of all ages across the globe.
Data visualisation on Tableau: https://public.tableau.com/app/profile/aleah.skerrett.mcgeary/viz/PokmonvDigimonStats/Dashboard12
Most figures came from Wikipedia i.e. publishing dates, total number of episodes, etc.
Ranking: I used My Anime List (https://myanimelist.net/) to gather the average ratings for each series and movie. Then used those figures to create the average of the whole collection of anime series and movies.
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Pokémon Legends: Arceus was released on January 28th, 2022 with a big promise: to change the pokémon formula. The games have been around since 1996 and together are the highest-grossing video game franchise today. Ever since that first contact with the amazing Pokémon Red/Blue, fans have mostly seen the same game concept in all mainline games: some young trainer taking on a villain team as she/he journeys to become the pokémon league champion. The battling and catching mechanics have changed very little and newer games have made an effort to make training easier and faster (back in the day you could only exp. share with one pokémon at a time!).
So, when Legends: Arceus was announced the pokémon world was full of expectations. A new game with an open-world concept, dynamic catching mechanics and actual battling going on (as opposed to the Pokémon Let's Go games). However, the fans were not happy about the visuals of the game. A lot has been said about this game's graphics and how it just doesn't compare with modern open-world games.
Now, over two months after release, we are going to explore Pokémon Legends: Arceus reviews from metacritic and try to analyze a little of what users are saying about the game. The reviews were scraped using our scraper on March 19, 2022.
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Content
Weekly Updates would include :
https://data2.origin.com/live/content/dam/originx/web/app/games/fifa/fifa-17/screenshots/fifa-17/PogbaDab_pdp_screenhi_3840x2160_en_ww.jpg" alt="">
Data Source
Data was scraped from https://www.fifaindex.com/ first by getting player profile url set (as stored in PlayerNames.csv) and then scraping the individual pages for their attributes
Improvements
Important note for people interested in using the scraping: The site is not uniform and thus the scraping script requires considering a lot of corner cases (i.e. interchanged position of different attributes). Also the script contains proxy preferences which may be removed if not required.
Exploring the data
For starters you can become a scout:
And that is just the beginning. This is the playground.. literally!
Data description
Inspiration
I am a huge FIFA fanatic. While playing career mode I realised that I picked great young players early on every single time and since a lot of digital learning relies on how our brain works, I thought scouting great qualities in players would be something that can be worked on. Since then I started working on scraping the website and here is the data. I hope we can build something on it.
https://www.xzone.cz/download/products/fifa-17-01.jpg" alt="">
With access to players attributes you can become the best scout in the world. Go for it!
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https://www.googleapis.com/download/storage/v1/b/kaggle-user-content/o/inbox%2F754781%2F21e90b5c0127caa6e8ee122ca48e0135%2Fvalorant-viper-4k-04.jpg?generation=1587239239481112&alt=media" alt="">
Valorant is a free-to-play multiplayer first-person shooter developed and published by Riot Games. Valorant is a team-based tactical shooter and first-person shooter set in the near-future. Players assume the control of agents, characters who come from a plethora of countries and cultures around the world. In the main game mode, players join either the attacking or defending team with each team having five players on it. Agents have unique abilities and use an economic system to purchase their abilities and weapons. The game has an assortment of weapons including sidearms, submachine guns, shotguns, machine guns, assault rifles, sniper rifles. Each weapon has a recoil pattern which has to be controlled by the player in order to be able to shoot accurately. The attacking team has a bomb, called the Spike, that they need to plant on a site. If the attacking team successfully protects the Spike and it detonates, they get a point. If the defending team successfully defuses the Spike, or the 100-second round timer expires, the defending team gets a point. If all the members of a team are eliminated, the opposing team earns a point. After twelve rounds, the attacking team switches to the defending team and vice versa. The first team to win the best of 24 rounds wins the match.
Valorant is on BETA until June 2020, I focused my scraping strategy on that BETA period only.
The data were scraped using tweeter API and are from official VALORANT twitter acount (@playVALORANT) and also from tweets mentioning this account.
Two datasets - Valorant.csv: all the tweets written by @playVALORANT and @ValorantUpdates - tweets.txt: many tweets mentionning #VALORANT, #playVALORANT or #ValorantUpdates
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A collection of fictional language nouns from the video game Dwarf Fortress. The set of nouns and their in-game translations were downloaded from https://github.com/DF-Wiki/DFRawFunctions/tree/master/raws/v50
The words in English are listed in the first column. The next four columns are the in-game nouns that the game uses, among other things, for naming people, sites, and regions. The game's four fictional languages - Dwarven, Elvish, Goblin and Human - are primarily made of nouns.
Dwarf Fortress is a game for Windows, Linux and Mac, developed by Bay 12 Games. Initially released in 2006, the fantasy simulation features randomly-generated worlds and civilizations with their own distinct, fictional in-game languages. More info here: http://www.bay12games.com/dwarves/
This data is part of the game taxonomy "Dwarf Fortress vanilla raws" put into the public domain by Tarn "Toady One" Adams and Bay12Games.
This "raw" folder and its subfolders are released into the public domain: to the extent permitted by law, we waive all copyright to them. We will not pursue a copyright claim even if this waiver is not applicable in a given area.
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TwitterAs 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.
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TwitterBy Andy Bramwell [source]
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
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!
- 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...