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 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 2023, the daily time spent on such activities among this age group decreased to 98.4 minutes per day.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
In this study, we investigated the extent to which adolescents who spend time playing violent video games exhibit higher levels of aggressive behaviour when compared with those who do not. A large sample of British adolescent participants (nā=ā1004) aged 14 and 15 years and an equal number of their carers were interviewed. Young people provided reports of their recent gaming experiences. Further, the violent contents of these games were coded using official E.U. and US ratings, and carers provided evaluations of their adolescents' aggressive behaviours in the past month. Following a preregistered analysis plan, multiple regression analyses tested the hypothesis that recent violent game play is linearly and positively related to carer assessments of aggressive behaviour. Results did not support this prediction, nor did they support the idea that the relationship between these factors follows a nonlinear parabolic function. There was no evidence for a critical tipping point relating violent game engagement to aggressive behaviour. Sensitivity and exploratory analyses indicated these null effects extended across multiple operationalizations of violent game engagement and when the focus was on another behavioural outcome, namely, prosocial behaviour. The discussion presents an interpretation of this pattern of effects in terms of both the ongoing scientific and policy debates around violent video games, and emerging standards for robust evidence-based policy concerning young people's technology use.
As of June 2024, 21 percent of U.S. adults aged 18 to 29 years spent six to ten hours per week playing video games. Overall, respondents from this age group were also more likely than others to be heavy gamers - a total of eight percent played video games more than 20 hours in an average week. In total, weekly gaming usage was more likely among younger adults in the United States.
https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/
The World of Warcraft Avatar History Dataset is a collection of records that detail information about player characters in the game over time. It includes information about their character level, race, class, location, and social guild. The Kaggle version of this dataset includes only the information from 2008 (and the dataset in general only includes information from the 'Horde' faction of players in the game from a single game server).
From the perspective of game system designers, players' behavior is one of the most important factors they must consider when designing game systems. To gain a fundamental understanding of the game play behavior of online gamers, exploring users' game play time provides a good starting point. This is because the concept of game play time is applicable to all genres of games and it enables us to model the system workload as well as the impact of system and network QoS on users' behavior. It can even help us predict players' loyalty to specific games.
An expansion to World of Warcraft, "Wrath of the Lich King" (Wotlk) was released on November 13, 2008. It introduced new zones for players to go to, a new character class (the death knight), and a new level cap of 80 (up from 70 previously). This event intersects nicely with the dataset and is probably interesting to investigate.
This dataset doesn't include a shapefile (if you know of one that exists, let me know!) to show where the zones the dataset talks about are. Here is a list of zones an information from this version of the game, including their recommended levels: http://wowwiki.wikia.com/wiki/Zones_by_level_(original) .
Update (Version 3): dmi3kno has generously put together some supplementary zone information files which have now been included in this dataset. Some notes about the files:
Note that some zone names contain Chinese characters. Unicode names are preserved as a key to the original dataset. What this addition will allow is to understand properties of the zones a bit better - their relative location to each other, competititive properties, type of gameplay and, hopefully, their contribution to character leveling. Location coordinates contain some redundant (and possibly duplicate) records as they are collected from different sources. Working with uncleaned location coordinate data will allow users to demonstrate their data wrangling skills (both working with strings and spatial data).
In January 2025, total video games sales in the United States amounted to 4.5billion U.S. dollars, representing a 15 percent year-over-year decrease. 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 7.54 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 ā60s and the introduction of the first personal computers and home gaming consoles in the ā70s. 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 51 percent of the revenue of the games market worldwide, ahead of both console games and downloaded or boxed PC games.
Cloud Gaming Market Size 2024-2028
The cloud gaming market size is forecast to increase by USD 1.49 billion at a CAGR of 9.22% between 2023 and 2028.
The market is experiencing significant growth, driven by the increased availability of high-speed Internet and the rise in mobile cloud gaming. These trends are transforming the gaming industry, offering players the ability to access games on demand without the need for expensive hardware. However, the market also faces challenges, particularly infrastructural and bandwidth limitations, which must be addressed to ensure a seamless gaming experience. Game makers are also leveraging cloud computing, game streaming, video streaming, and file streaming to deliver high-quality games to users. Moreover, the gaming experience is enhanced through virtual reality (VR) capabilities, enabling enriching gaming on various devices. As high-speed Internet becomes more widespread and technology advances, these challenges are being mitigated, paving the way for continued growth In the market. This market analysis report provides a comprehensive examination of these trends and challenges, offering valuable insights for businesses looking to capitalize on the opportunities presented by cloud gaming.
What will be the Size of the Market During the Forecast Period?
Request Free Sample
The market is experiencing significant growth as the gaming sector embraces advancements in 5G technology and cloud technology. Player demand for top-tier games on portable devices, such as laptops, tablets, and smartphones, has driven this trend. Cloud gaming allows users to access games through remote servers without the need for local hardware, reducing the need for expensive gaming consoles or high-performance laptops.
Moreover, the gaming experience is enhanced through virtual reality (VR) capabilities, enabling enriching gaming on various devices. Internet usage patterns indicate a shift towards streaming media and games, further fueling the market's expansion. Technical advancements in game design, gaming analytics, and startups continue to innovate and cater to this growing market. Cloud gaming is revolutionizing the gaming industry, making gaming more accessible and convenient for a wider audience.
How is this Industry segmented and which is the largest segment?
The industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2024-2028, as well as historical data from 2018-2022 for the following segments.
Application
Video streaming
File streaming
Device
Gaming consoles
Computing devices
Smart TVs
Mobile devices
Geography
North America
US
APAC
China
Japan
South Korea
Europe
Germany
South America
Middle East and Africa
By Application Insights
The video streaming segment is estimated to witness significant growth during the forecast period.
Cloud gaming, a segment of the video games industry, is revolutionizing the way players access and enjoy top-tier games. Utilizing cloud technology and 5G infrastructures, cloud gaming enables users to stream games in real time over the internet, eliminating the need for local hardware such as gaming consoles or high-end laptops. This approach offers flexibility and accessibility, allowing players to engage with games on various devices, including smartphones, laptops, tablets, and Smart TVs. The gaming experience is further enhanced through virtualization technology, edge computing, artificial intelligence (AI), and machine learning (ML). Cloud gaming providers employ video streaming to deliver games, with thin-client architecture being a popular method.
Get a glance at the market report of share of various segments Request Free Sample
The video streaming segment was valued at USD 1.18 billion in 2018 and showed a gradual increase during the forecast period.
Regional Analysis
North America is estimated to contribute 50% to the growth of the global market during the forecast period.
Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.
For more insights on the market size of various regions, Request Free Sample
Cloud gaming, a segment of the gaming industry, has witnessed significant growth in North America, driven by advancements in cloud technology and the increasing demand from avid and hardcore gamers. Companies like Google Stadia have capitalized on this trend, offering cloud gaming services since 2019. Stadia enables users to play top-tier games on various devices, including laptops, desktops, smart TVs, and portable devices, using remote servers instead of relying on local hardware. The service provides a vast library of games, accessible through individual purchases or monthly subscriptions. The in
Percentage of Canadians' time spent online and using video streaming services and video gaming services, in a typical week.
A survey conducted in the third quarter of 2024 found that over 92 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 93 percent of male respondents in the same age group stated that they played video games. Worldwide, over 83 percent of internet users were gamers.
In the first half of 2024, video ads accounted for 77.8 percent of all mobile game advertising creatives on digital platforms worldwide. Images made 18.8 percent of all creatives.
Between January 2023 and June 2024, casual mobile game advertisers accounted for 28.59 percent of all mobile game advertisers on digital platforms worldwide. Puzzles ranked second, with 13.87 percent.
Not seeing a result you expected?
Learn how you can add new datasets to our index.
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 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 2023, the daily time spent on such activities among this age group decreased to 98.4 minutes per day.