46 datasets found
  1. Weekly mobile gamers in the U.S. 2024, by age group

    • statista.com
    Updated May 15, 2024
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    Statista (2024). Weekly mobile gamers in the U.S. 2024, by age group [Dataset]. https://www.statista.com/statistics/248892/frequency-of-using-smartphones-to-play-games-in-the-us/
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    Dataset updated
    May 15, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Mar 22, 2024 - Mar 29, 2024
    Area covered
    United States
    Description

    A March 2024 survey found that 55 percent of adults in the United States played video games on a smartphone or tablet at least once per week. Weekly mobile gaming was highest among respondents aged 18 to 34 years, followed by those with aged between 35 to 54.

  2. Global daily mobile word gaming engagement 2024, by gender

    • statista.com
    • flwrdeptvarieties.store
    Updated Apr 23, 2024
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    Statista (2024). Global daily mobile word gaming engagement 2024, by gender [Dataset]. https://www.statista.com/statistics/1395593/global-daily-mobile-gaming-engagement-word-gender/
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    Dataset updated
    Apr 23, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Feb 1, 2023 - Feb 1, 2024
    Area covered
    Worldwide
    Description

    Between February 2023 and 2024, female mobile gamers worldwide spent an average of 21.6 minutes daily on word games, compared to only 20.9 minutes among male mobile gaming audiences. Male gamers in Latin America had the lowest daily user engagement with this genre.

  3. Global daily mobile gaming genre engagement 2024, by age group

    • statista.com
    Updated Apr 23, 2024
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    Global daily mobile gaming genre engagement 2024, by age group [Dataset]. https://www.statista.com/statistics/1395641/global-daily-mobile-gaming-engagement-genre-age/
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    Dataset updated
    Apr 23, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Feb 1, 2023 - Feb 1, 2024
    Area covered
    Worldwide
    Description

    Between January 2023 and 2024, global mobile gamers aged 20 to 29 years spent an average of 22.89 minutes per day on action games, compared to only 15.78 daily minutes on casino games. Overall, mobile gaming user engagement was highest among mobile gaming audiences aged 49 to 49 years.

  4. Global gaming penetration Q3 2024, by age and gender

    • statista.com
    Updated Feb 18, 2025
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    Statista (2025). Global gaming penetration Q3 2024, by age and gender [Dataset]. https://www.statista.com/statistics/326420/console-gamers-gender/
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    Dataset updated
    Feb 18, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    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.

  5. f

    Association between different musculoskeletal pain regions among the mobile...

    • figshare.com
    • plos.figshare.com
    xls
    Updated Aug 26, 2024
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    Sohel Ahmed; Asir John Samuel; Arushi Mishra; Md Saifur Rahman; Md. Ariful Islam; Md. Rashaduzzaman; Shankar Kumar Roy; Rahemun Akter; Mohammad Jahirul Islam (2024). Association between different musculoskeletal pain regions among the mobile game addicts and non-addicts. [Dataset]. http://doi.org/10.1371/journal.pone.0308674.t002
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    xlsAvailable download formats
    Dataset updated
    Aug 26, 2024
    Dataset provided by
    PLOS ONE
    Authors
    Sohel Ahmed; Asir John Samuel; Arushi Mishra; Md Saifur Rahman; Md. Ariful Islam; Md. Rashaduzzaman; Shankar Kumar Roy; Rahemun Akter; Mohammad Jahirul Islam
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    Association between different musculoskeletal pain regions among the mobile game addicts and non-addicts.

  6. Artificial Intelligence (AI) In Games Market Analysis North America, APAC,...

    • technavio.com
    Updated Jan 15, 2025
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    Technavio (2025). Artificial Intelligence (AI) In Games Market Analysis North America, APAC, Europe, South America, Middle East and Africa - US, China, Canada, Japan, South Korea, UK, Germany, Brazil, France, Italy - Size and Forecast 2025-2029 [Dataset]. https://www.technavio.com/report/ai-in-games-market-industry-analysis
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    Dataset updated
    Jan 15, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global
    Description

    Snapshot img

    Artificial Intelligence in Games Market Size 2025-2029

    The AI in games market size is forecast to increase by USD 27.47 billion at a CAGR of 42.3% between 2024 and 2029.

    Artificial Intelligence (AI) is revolutionizing the gaming industry, offering enhanced user experiences and new gameplay mechanics. One significant trend is the increasing adoption of Augmented Reality (AR) and virtual reality, which leverage AI to create more enriching environments and interactive characters. Another growth factor is the emergence of cloud gaming, enabling seamless access to high-performance games without the need for expensive hardware.
    However, network latency remains a challenge, as even minor delays can negatively impact the gaming experience. AI is also being used to develop more sophisticated non-player characters and to personalize game content based on player behavior. Overall, these trends and challenges are shaping the future of the gaming market and driving innovation in the industry.
    

    What will be the Size of the Market During the Forecast Period?

    Request Free Sample

    In addition, this results in more realistic and dynamic game environments, improving overall player engagement. Network latency, a common issue in online gaming, is being addressed through AI-enabled platforms. These systems use GPUs and CPUs to process data in real-time, ensuring smooth gameplay and reducing lag. AI is also transforming the way games are created, with middleware systems like Euphoria powering realistic character behavior and physics. Ray tracing, another AI-driven technology, creates lifelike lighting and reflections, adding another layer of realism to 3D games. AI-generated language and recognizable names have been omitted to maintain a formal business tone. The gaming industry continues to explore the potential of AI, with innovations in image upscaling and other areas expected to further enhance the player experience.

    How is this market segmented and which is the largest segment?

    The market research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.

    Type
    
      AI enabled platforms
      AI enabled games
    
    
    Technology
    
      Machine learning
      Natural language processing
      Computer vision
      Robotics
    
    
    Game Genre
    
      Action
      Adventure
      Casual
      Racing
      Simulation
      Sports
      Strategy
    
    
    Application
    
      Gameplay Optimization
      Character Behavior Generation
      Level Design
      Player Engagement
    
    
    Geography
    
      North America
    
        Canada
        US
    
    
      APAC
    
        China
        Japan
        South Korea
    
    
      Europe
    
        Germany
        UK
        France
        Italy
    
    
      South America
    
        Brazil
    
    
      Middle East and Africa
    

    By Type Insights

    The AI enabled platforms segment is estimated to witness significant growth during the forecast period. Artificial Intelligence (AI) is revolutionizing the gaming industry through real-time processing, enhancing multiplayer experiences, and improving matchmaking and anti-cheat systems. AI's expertise in data analysis, prediction, and action-taking enables developers to create advanced games and environments more efficiently. With the advent of 5G networks, AI-driven mobile games are becoming increasingly popular. Microsoft and Google are leading this transformation, offering powerful AI platforms and tools that enable personalized and engaging gaming experiences.

    AI's ability to analyze player behavior and data provides valuable insights into player preferences, leading to more customized and enriching gaming experiences. By automating repetitive tasks and offering real-time responses, AI is set to revolutionize the gaming industry, offering unparalleled levels of engagement and interactivity.

    Get a glance at the share of various segments. Request Free Sample

    The AI enabled platforms segment was valued at USD 1.58 billion in 2019 and showed a gradual increase during the forecast period.

    Regional Analysis

    North America is estimated to contribute 40% 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 share of various regions Request Free Sample

    The market is poised for expansion due to the rising demand for AI-driven games, fueled by the popularity of esports. With a significant number of gamers in the region competing in tournaments such as the International DOTA 2 Championship, gaming is increasingly viewed as a professional career path in countries like the US. In response, game developers and publishers are investing in the creation of multiplayer games to cater to the escalating esports trend. The integration of AI algorithms in esports titles aims to attract larger fan bases and boost

  7. M

    Mobile Gacha Game Revenue Data

    • revenue.ennead.cc
    html
    Updated Dec 30, 2024
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    Gacha Revenue Tracker (2024). Mobile Gacha Game Revenue Data [Dataset]. https://revenue.ennead.cc/revenue
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    htmlAvailable download formats
    Dataset updated
    Dec 30, 2024
    Dataset authored and provided by
    Gacha Revenue Tracker
    Area covered
    Global
    Variables measured
    Monthly Revenue, Regional Performance
    Description

    Comprehensive dataset of mobile gacha game revenue statistics, including monthly earnings, regional breakdowns, and historical trends.

  8. Cloud Gaming Market Analysis North America,APAC,Europe,South America,Middle...

    • technavio.com
    Updated May 15, 2024
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    Technavio (2024). Cloud Gaming Market Analysis North America,APAC,Europe,South America,Middle East and Africa - US,China,Germany,Japan,South Korea - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/cloud-gaming-market-size-industry-analysis
    Explore at:
    Dataset updated
    May 15, 2024
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global, United States
    Description

    Snapshot img

    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

  9. Gaming revenue worldwide 2024, by device

    • statista.com
    Updated Dec 9, 2024
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    Statista (2024). Gaming revenue worldwide 2024, by device [Dataset]. https://www.statista.com/statistics/278181/global-gaming-market-revenue-device/
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    Dataset updated
    Dec 9, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2024
    Area covered
    Worldwide
    Description

    In 2024, mobile remained the biggest gaming segment worldwide with approximately 92.6 billion U.S. dollars in annual revenues. The console segment ranked second with 51.9 billion U.S. dollars and PC gaming ranked last. Gaming revenue Revenues in the gaming industry are based on three major sources. Hardware, such as consoles, processors, screens, controllers, and other accessories; software, the actual games, as well as in-game purchases and live services. Some of the most important players in the computer and video games publishing market are Sony Computer Entertainment (Japan), Tencent Holdings Limited (China), Microsoft (United States) and Nintendo Company Ltd. (Japan). Traditional console and PC gaming companies may have worldwide name recognition but mobile gaming publishers are no slouches either: Shenzhen Tencent Tianyou Technology Ltd (formerly known as Tencent Mobile Games) generated more than 95 million U.S. dollars in monthly app revenues in September, and the top-ranked mobile game publishers generate revenues worth millions in the double-digits every month. Several mobile gaming publisher have gone from being an indie company to an IPO in just a few years, with Rovio Entertainment, King, and Zynga just being a few examples of the mobile gaming boom in the mid-2010s. Mobile gaming monetization The majority of mobile gaming revenues are generated via smartphones, with tablet devices only accounting for a small share of mobile gaming gross. The average number of in-app purchases per paying user increased across all gaming genres in 2020-2021 as user engagement with gaming soared during the global COVID-19 pandemic. Another survey of mobile gaming developers found that platformers are the highest-monetizing free-to-play genre.

  10. 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.

  11. 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.

  12. s

    Minecraft User Statistics & Demographics

    • searchlogistics.com
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    Minecraft User Statistics & Demographics [Dataset]. https://www.searchlogistics.com/learn/statistics/minecraft-user-statistics/
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    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    The game has attracted a diverse group of players ranging from young children all the way through to older adults. Here’s the full breakdown of Minecraft user statistics.

  13. s

    Minecraft Annual Global Mobile Revenue

    • searchlogistics.com
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    Minecraft Annual Global Mobile Revenue [Dataset]. https://www.searchlogistics.com/learn/statistics/minecraft-user-statistics/
    Explore at:
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    In 2021, mobile revenue generated by Minecraft was $160.69 million. That means that mobile revenue accounted for 42.1% of all annual global revenue from Minecraft. Put simply – Mobile is an essential channel for Minecraft.

  14. Global gaming penetration Q3 2024, by country

    • statista.com
    Updated Mar 5, 2025
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    Statista (2025). Global gaming penetration Q3 2024, by country [Dataset]. https://www.statista.com/statistics/195768/global-gaming-reach-by-country/
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    Dataset updated
    Mar 5, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    According to a survey of global internet audiences in the third quarter of 2024, 83.6 percent of internet users played video games on any device. The Philippines had the highest video gaming usage reach, ranking first with a gaming penetration of 96.6 percent. Indonesia ranked second, with 96.4 percent of responding internet users stating that they played video games. The United Kingdom and Japan ranked last, with 71.1 and 64.4 percent of internet users, respectively, reporting their participation in video gaming. The impact of mobile gaming The global gaming penetration among online users was over 83 percent, highlighting how much of a mainstream hobby gaming has become. Additionally, as shown by the many mobile-first digital markets with strong gaming reach, the impact of readily available mobile gaming devices cannot be overstated. A survey from the third quarter of 2024 found that smartphones were the most popular way to play video games worldwide, with more than 67 percent of respondents stating to play video games in such a way. This usage rate was miles ahead of second-ranked laptop or desktop PCs, which only 34 percent of global gamers stated to use. Who are the global gaming audiences? A survey conducted in the third quarter of 2023 found that 89.6 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 92.6 percent of male respondents in the same age group stated that they played video games. Gaming is a more popular activity among younger age groups, but even seven in ten respondents between 55 and 64 years old stated that they were gamers. Gaming genre preferences vary by age group, but overall, shooters and action-adventure games rank first in terms of popularity among users. Other popular gaming genres were simulation and sports games.

  15. M

    Minecraft Statistics

    • searchlogistics.com
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    Search Logistics, Minecraft Statistics [Dataset]. https://www.searchlogistics.com/learn/statistics/minecraft-user-statistics/
    Explore at:
    Dataset authored and provided by
    Search Logistics
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    These Minecraft user statistics show just how big Minecraft has become and why it’s still so popular today.

  16. Global users daily time on gaming apps 2024, by age group

    • statista.com
    • flwrdeptvarieties.store
    Updated Apr 23, 2024
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    Statista (2024). Global users daily time on gaming apps 2024, by age group [Dataset]. https://www.statista.com/statistics/1272891/worldwide-game-apps-time-spent-daily-age/
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    Dataset updated
    Apr 23, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Feb 1, 2023 - Feb 1, 2024
    Area covered
    Worldwide
    Description

    Between February 2023 and 2024, mobile gamers aged 50 or above spent an average of 20.76 minutes playing on gaming apps daily. By comparison, users aged between 40 and 49 years spent 21.96 minutes on mobile gaming daily. In the examined period, users aged 19 years old and younger represented the age group spending the least amount of time on mobile games daily.

  17. s

    Minecraft Annual Global Revenue

    • searchlogistics.com
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    Minecraft Annual Global Revenue [Dataset]. https://www.searchlogistics.com/learn/statistics/minecraft-user-statistics/
    Explore at:
    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    2014 was the worst year in terms of revenue. It dropped to $165M in global annual revenue just as Microsoft purchased the game. But in 2021, Minecraft generated $380M.

  18. s

    Minecraft Key Statistics

    • searchlogistics.com
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    (2025). Minecraft Key Statistics [Dataset]. https://www.searchlogistics.com/learn/statistics/minecraft-user-statistics/
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    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    These are the key Minecraft user statistics you need to know.

  19. Leading Android gaming apps worldwide 2024, by downloads

    • statista.com
    Updated Oct 11, 2024
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    Statista (2024). Leading Android gaming apps worldwide 2024, by downloads [Dataset]. https://www.statista.com/statistics/688372/leading-mobile-games-google-play-worldwide-downloads/
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    Dataset updated
    Oct 11, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Sep 2024
    Area covered
    Worldwide
    Description

    In September 2024, Ludo King was the most-downloaded gaming app in the Google Play Store worldwide. The board game generated more than 15.47 million downloads from Android users. My Supermarket Simulator 3D was the second-most popular gaming app title with approximately 14.19 million downloads from global users.

  20. s

    Minecraft Chinese (Free) Edition Downloads

    • searchlogistics.com
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    Minecraft Chinese (Free) Edition Downloads [Dataset]. https://www.searchlogistics.com/learn/statistics/minecraft-user-statistics/
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    License

    Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
    License information was derived automatically

    Description

    The Minecraft China Edition game has been downloaded more than 425 million since its release date.

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Statista (2024). Weekly mobile gamers in the U.S. 2024, by age group [Dataset]. https://www.statista.com/statistics/248892/frequency-of-using-smartphones-to-play-games-in-the-us/
Organization logo

Weekly mobile gamers in the U.S. 2024, by age group

Explore at:
Dataset updated
May 15, 2024
Dataset authored and provided by
Statistahttp://statista.com/
Time period covered
Mar 22, 2024 - Mar 29, 2024
Area covered
United States
Description

A March 2024 survey found that 55 percent of adults in the United States played video games on a smartphone or tablet at least once per week. Weekly mobile gaming was highest among respondents aged 18 to 34 years, followed by those with aged between 35 to 54.

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