9 datasets found
  1. e

    Research Data for Mobile Game Marketing: The Power of Influencer...

    • research-l8qya.lolm.eu.org
    csv, json
    Updated Jul 18, 2025
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    Dr. Cynthia Bailey (2025). Research Data for Mobile Game Marketing: The Power of Influencer Partnerships [Dataset]. https://research-l8qya.lolm.eu.org/en/key=xgr3f367454231100824234829232848/
    Explore at:
    csv, jsonAvailable download formats
    Dataset updated
    Jul 18, 2025
    Authors
    Dr. Cynthia Bailey
    Variables measured
    Variable A, Variable B, Variable C, Correlation Index, Statistical Significance
    Description

    Complete dataset used in the research study on Mobile Game Marketing: The Power of Influencer Partnerships by Dr. Cynthia Bailey

  2. e

    Research Data for Mobile Game Marketing Strategies: A Case Study on...

    • research-l8qya.lolm.eu.org
    csv, json
    Updated Jul 17, 2025
    + more versions
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    Dr. Linda Miller (2025). Research Data for Mobile Game Marketing Strategies: A Case Study on Top-Grossing Titles [Dataset]. https://research-l8qya.lolm.eu.org/en/key=xgr3f36722061014162014034847223610394945/
    Explore at:
    json, csvAvailable download formats
    Dataset updated
    Jul 17, 2025
    Authors
    Dr. Linda Miller
    Variables measured
    Variable A, Variable B, Variable C, Correlation Index, Statistical Significance
    Description

    Complete dataset used in the research study on Mobile Game Marketing Strategies: A Case Study on Top-Grossing Titles by Dr. Linda Miller

  3. e

    Research Data for The Effects of Personalization in Mobile Game Marketing

    • research-l8qya.lolm.eu.org
    • scholar-lgztf.lolm.eu.org
    • +1more
    csv, json
    Updated Jul 18, 2025
    + more versions
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    Dr. Larry Sanders (2025). Research Data for The Effects of Personalization in Mobile Game Marketing [Dataset]. https://research-l8qya.lolm.eu.org/en/key=xgr3f367220610141620200321422920/
    Explore at:
    json, csvAvailable download formats
    Dataset updated
    Jul 18, 2025
    Authors
    Dr. Larry Sanders
    Variables measured
    Variable A, Variable B, Variable C, Correlation Index, Statistical Significance
    Description

    Complete dataset used in the research study on The Effects of Personalization in Mobile Game Marketing by Dr. Larry Sanders

  4. d

    Mobile Advertisement Identification database / MAIDs / Audience data / 10B+...

    • datarade.ai
    .csv
    Updated Sep 2, 2023
    + more versions
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    OAN (2023). Mobile Advertisement Identification database / MAIDs / Audience data / 10B+ profiles / global [US, Euro5, EMEA, APAC, LATAM] [Dataset]. https://datarade.ai/data-products/mobile-advertisement-identification-database-maids-audien-online-advertising-network
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    .csvAvailable download formats
    Dataset updated
    Sep 2, 2023
    Dataset authored and provided by
    OAN
    Area covered
    United States
    Description

    The Gaming Taxonomy contains a broad scope of Gaming related topics, based on the user's browser and mobile app activity through last 30 days. There are classical Demographic, Game Genre, Title and Studio segments. However, we provide also plenty of specific User Types, which contain e.g. Hardcore Gamers, Big Spenders or Parents of Gamers. There are also audiences categorized by specific Hardware Products and Brands, based on the Intent of these devices' purchase. Moreover, 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 Theme (e.g. Historical), which is 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.

    Our data base include millions of profiles divided into popular categories. You can choose which target groups you want to reach. Segments based on users' interests, purchase intentions or demography. 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

    We are ready for a cookieless era. We already gather and provide non-cookie ID - for example Universal IDs, CTV IDs or Mobile IDs.

  5. Take-Two Interactive Stock Data

    • kaggle.com
    Updated Mar 25, 2022
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    Arpit Verma (2022). Take-Two Interactive Stock Data [Dataset]. https://www.kaggle.com/datasets/varpit94/taketwo-interactive-stock-data/tasks
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    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Mar 25, 2022
    Dataset provided by
    Kaggle
    Authors
    Arpit Verma
    Description

    What is Take-Two Interactive?

    Take-Two Interactive Software, Inc. is an American video game holding company based in New York City and founded by Ryan Brant in September 1993. The company owns two major publishing labels, Rockstar Games and 2K, which operate internal game development studios. Take-Two created the Private Division label to support publishing from independent developers and more recently announced a new internal studio for the label called intercept Games. The company also formed Ghost Story Games which was a former 2K studio under the name Irrational Games. The company acquired the developers Socialpoint, Playdots and Nordeus to establish itself in the mobile game market. The company also owns 50% of professional esports organization NBA 2K League. Take-Two's combined portfolio includes franchises such as BioShock, Borderlands, Grand Theft Auto, NBA 2K, and Red Dead among others.

    Information about this dataset

    This dataset provides historical data of Take-Two Interactive (TTWO). The data is available at a daily level. Currency is USD.

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

    • statista.com
    Updated Jul 10, 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
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2017 - May 2025
    Area covered
    United States
    Description

    In April 2025, total video games sales in the United States amounted to **** billion U.S. dollars, representing a one percent year-over-year increase. 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 **** 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 ** percent of the revenue of the games market worldwide, ahead of both console games and downloaded or boxed PC games.

  7. e

    Research Data for Exploring the Relationship Between Mobile Game Advertising...

    • research-l8qya.lolm.eu.org
    • scholar-lgztf.lolm.eu.org
    csv, json
    Updated Jul 18, 2025
    + more versions
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    Dr. Melissa Collins (2025). Research Data for Exploring the Relationship Between Mobile Game Advertising and Player Trust [Dataset]. http://doi.org/10.1069/38bil5101-data
    Explore at:
    json, csvAvailable download formats
    Dataset updated
    Jul 18, 2025
    Authors
    Dr. Melissa Collins
    Variables measured
    Variable A, Variable B, Variable C, Correlation Index, Statistical Significance
    Description

    Complete dataset used in the research study on Exploring the Relationship Between Mobile Game Advertising and Player Trust by Dr. Melissa Collins

  8. e

    Research Data for The Impact of In-Game Advertising on Mobile Game...

    • research-l8qya.lolm.eu.org
    csv, json
    Updated Jul 17, 2025
    + more versions
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    Dr. Nancy Lewis (2025). Research Data for The Impact of In-Game Advertising on Mobile Game Experiences [Dataset]. http://doi.org/10.1069/9ha3t23-data
    Explore at:
    json, csvAvailable download formats
    Dataset updated
    Jul 17, 2025
    Authors
    Dr. Nancy Lewis
    Variables measured
    Variable A, Variable B, Variable C, Correlation Index, Statistical Significance
    Description

    Complete dataset used in the research study on The Impact of In-Game Advertising on Mobile Game Experiences by Dr. Nancy Lewis

  9. Global consumer likelihood of buying limited edition video games 2024

    • statista.com
    Updated Jun 25, 2025
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    Statista Research Department (2025). Global consumer likelihood of buying limited edition video games 2024 [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

    A 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.

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

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Dr. Cynthia Bailey (2025). Research Data for Mobile Game Marketing: The Power of Influencer Partnerships [Dataset]. https://research-l8qya.lolm.eu.org/en/key=xgr3f367454231100824234829232848/

Research Data for Mobile Game Marketing: The Power of Influencer Partnerships

Explore at:
csv, jsonAvailable download formats
Dataset updated
Jul 18, 2025
Authors
Dr. Cynthia Bailey
Variables measured
Variable A, Variable B, Variable C, Correlation Index, Statistical Significance
Description

Complete dataset used in the research study on Mobile Game Marketing: The Power of Influencer Partnerships by Dr. Cynthia Bailey

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