5 datasets found
  1. Leading mobile game creative types worldwide 2024

    • statista.com
    Updated Jun 5, 2024
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    Statista Research Department (2024). Leading mobile game creatives worldwide 2024, by type [Dataset]. https://www.statista.com/topics/3436/gaming-monetization/
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    Dataset updated
    Jun 5, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    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.

  2. Leading mobile game genres worldwide 2023-2024, by share of advertisers

    • statista.com
    Updated Jun 5, 2024
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    Leading mobile game genres worldwide 2023-2024, by share of advertisers [Dataset]. https://www.statista.com/topics/3436/gaming-monetization/
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    Dataset updated
    Jun 5, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    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.

  3. Monthly revenue of the U.S. video game industry 2017-2025, by segment

    • statista.com
    Updated Feb 28, 2025
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    Statista (2025). Monthly revenue of the U.S. video game industry 2017-2025, by segment [Dataset]. https://www.statista.com/statistics/201073/revenue-of-the-us-video-game-industry-by-segment/
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    Dataset updated
    Feb 28, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2017 - Jan 2025
    Area covered
    United States
    Description

    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 ’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 51 percent of the revenue of the games market worldwide, ahead of both console games and downloaded or boxed PC games.

  4. d

    OAN Global Gaming Audience Data | Gamer Behavioral data for Programmatic...

    • datarade.ai
    Updated Jan 16, 2024
    + more versions
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    OAN (2024). OAN Global Gaming Audience Data | Gamer Behavioral data for Programmatic Campaigns | 500 Player Segments & 1B+ Unique TTD IDs per Month [Dataset]. https://datarade.ai/data-products/oan-global-gaming-audience-data-gamer-behavior-and-gaming-t-online-advertising-network
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    Dataset updated
    Jan 16, 2024
    Dataset authored and provided by
    OAN
    Area covered
    Bulgaria, Aruba, Belarus, Sweden, Luxembourg, Finland, Northern Mariana Islands, American Samoa, Anguilla, Andorra
    Description

    OAN helps you reach gamers across the world. Our gaming audience data offers categorized audience segments into gamer behavior and gaming trends. This powerful dataset provides a deep understanding of the gaming industry by delivering unique categories such as: demography, interest, hardware, spenders, genres and titles, e-sports fans and players.

    By understanding this data, businesses can make data-driven decisions to optimize their marketing strategies, game development, and monetization efforts.

    The Gaming Taxonomy contains a broad scope of Gaming related topics, based on the user's browser and mobile app activity through the last 30 days. There are also gamer audiences categorized by specific Hardware Products and Brands, based on the Intent of these devices' purchase. Furthermore, we offer segments for: - Virtual Reality - Interest in Gaming Subscriptions - Payments - Micropayments - Devices and Platforms.

    We also cover the area of E-sports Enthusiasts and Fandoms Members. In spirit of looking beyond simple game genres, we categorize Games according to their Themes (e.g. Historical), which are definitely important aspects of user experience and purchase decisions. Since Mobile Gaming is a very important part of the Gaming Industry, we distinct special Mobile Gaming segments, which are analogous to the ordinary Gaming segments, with additional categorizations of the Telecommunication Network Providers.

    Gaming audience data is just a part of all audience data we provide. We deliver millions of users’ profiles gathered globally and grouped into IAB-compliant segments. You can choose which target groups you want to reach. Contact us to check all the possibilities: team@oan.pl

    How you can use our data?

    There are two main areas where you can use our data: - Marketers - targeting online campaigns With our high-quality audience data, you can easily reach specific audiences across the world in programmatic campaigns. Show them personalized ads adjusted to their specific profiles. - Ad tech companies Enriching 1st party data or using our raw data by your own data science team.

  5. d

    Continuous Household Survey, 2016 -2017 - Dataset - B2FIND

    • b2find.dkrz.de
    Updated Oct 22, 2023
    + more versions
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    (2023). Continuous Household Survey, 2016 -2017 - Dataset - B2FIND [Dataset]. https://b2find.dkrz.de/dataset/65e90744-09e0-581a-8063-fe3ce64c4156
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    Dataset updated
    Oct 22, 2023
    Description

    Abstract copyright UK Data Service and data collection copyright owner.The Continuous Household Survey (CHS) is one of the largest continuous surveys carried out in Northern Ireland. The survey is designed, conducted and analysed by the Central Survey Unit of the Northern Ireland Statistics and Research Agency (NISRA). It is based on a sample of the general population resident in private households and has been running since 1983. The Survey is designed to provide a regular source of information on a wide range of social and economic issues relevant to Northern Ireland. The CHS is an important source of information in Northern Ireland and is used by many Government departments and Agencies. Regular clients include the Departments of Enterprise, Trade and Investment, Culture Arts and Leisure, Regional Developments, Environment, Education, Employment and Learning and NISRA. Further information about the series, including methodology, may be found on the NISRA Central Survey Unit (CSU) Continuous Household Survey web pages. Main Topics: The main topics covered in the survey included demographic, personal, family and household information, religion, mobile phone/internet access, education, adult health, smoking, drinking, employment, tourism, culture, languages, arts and leisure activities, environment, and benefits. There were also questions asked at a household level on tenure, consumer durables, and recycling. Multi-stage stratified random sample Face-to-face interview 2016 2017 AGE ANXIETY APPLICATION FOR EMP... ATHLETICS ATTENDANCE ATTITUDES BALL GAMES BEDROOMS BROADBAND CARE OF DEPENDANTS CARS CENTRAL HEATING CHILDREN COHABITATION COMBATIVE SPORTS COMPUTERS CONCENTRATION COSTS CULTURAL ACTIVITIES CULTURAL LIFE CULTURAL PARTICIPATION CYCLING DEBILITATIVE ILLNESS DEBTS DECISION MAKING DEPRESSION DISABILITIES ECONOMIC ACTIVITY EDUCATIONAL BACKGROUND EDUCATIONAL CERTIFI... EDUCATIONAL COURSES ELECTRIC POWER SUPPLY ELECTRICAL ENERGY C... EMOTIONAL STATES EMPLOYEES EMPLOYMENT EMPLOYMENT HISTORY EMPLOYMENT PROGRAMMES EMPLOYMENT SERVICES ENERGY CONSUMPTION ENERGY EFFICIENCY ENVIRONMENTAL AWARE... ENVIRONMENTAL ISSUES EQUESTRIAN SPORTS EXERCISE PHYSICAL A... Education FAMILY BENEFITS FAMILY MEMBERS FINANCIAL ADVICE FINANCIAL DIFFICULTIES FINANCIAL RESOURCES FISHING SPORT FLEXIBLE WORKING TIME FOSSIL FUELS FULL TIME EMPLOYMENT FURNISHED ACCOMMODA... GAS SUPPLY GENDER GYMNASTICS General health and ... HAPPINESS HEADS OF HOUSEHOLD HEALTH HEALTH STATUS HEATING SYSTEMS HOURS OF WORK HOUSEHOLD BUDGETS HOUSEHOLDS HOUSING HOUSING AGE HOUSING BENEFITS HOUSING TENURE Health behaviour Health care service... Housing ILL HEALTH INCOME INDOOR SPORTS INDUSTRIES INTERNET ACCESS INTERNET USE JOB HUNTING LANDLORDS LEISURE TIME ACTIVI... LIBRARIES LIBRARY SERVICES LOANS LONGTERM UNEMPLOYMENT Labour and employment MARITAL STATUS MEDICAL PRESCRIPTIONS MOBILE PHONES MORTGAGES MOTOR SPORTS MOTOR VEHICLES MUSEUMS OCCUPATIONAL QUALIF... OCCUPATIONAL TRAINING OCCUPATIONS PART TIME EMPLOYMENT PENSION CONTRIBUTIONS PERSONAL DEBT REPAY... PHYSICAL ACTIVITIES PRIVATE SECTOR PUBLIC SECTOR QUALIFICATIONS RACKET GAMES RECYCLING RELIGIOUS AFFILIATION RELIGIOUS ATTENDANCE RENTED ACCOMMODATION RESIDENTIAL BUILDINGS RESIDENTIAL MOBILITY RESOURCES CONSERVATION ROOMS Religion and values SATISFACTION SELF EMPLOYED SHOOTING SPORT SKATING SMOKING SMOKING CESSATION SOCIAL ATTITUDES SOCIAL ISSUES SOCIAL SECURITY BEN... SOCIAL SECURITY CON... SOCIO ECONOMIC STATUS SPORT SPORT SPECTATORSHIP SPORTS CLUBS SPOUSES STRESS PSYCHOLOGICAL SUPERVISORY STATUS Social conditions a... Specific social ser... TAX RELIEF TELEPHONES TELEVISION PROGRAMMES TEMPORARY EMPLOYMENT TIME TOBACCO UNEMPLOYMENT UNFURNISHED ACCOMMO... UNWAGED WORKERS VOLUNTARY WORK WALKING WATER SPORTS WEIGHT LIFTING WORKPLACE Wounds and injuries

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Statista Research Department (2024). Leading mobile game creatives worldwide 2024, by type [Dataset]. https://www.statista.com/topics/3436/gaming-monetization/
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Leading mobile game creative types worldwide 2024

Explore at:
Dataset updated
Jun 5, 2024
Dataset provided by
Statistahttp://statista.com/
Authors
Statista Research Department
Description

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.

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