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The Mobile Games Dataset is a meticulously curated collection of 100+ top-rated mobile games spanning various genres. This dataset provides a valuable resource for game developers, researchers, and enthusiasts interested in exploring trends and patterns within the mobile gaming industry. Each entry includes the game name, developer, genre, and rating, offering a comprehensive overview of some of the most popular and critically acclaimed mobile games available today.
Game Name: The title of the mobile game.
Developer: The name of the company or individual who developed the game.
Genre: The category or type of game, indicating the primary gameplay mechanics.
Rating: The average user rating of the game, typically on a scale from 1 to 5.
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The Rea Games dataset provides valuable insights into the gaming industry, offering detailed data on game sales, player demographics, and user engagement. This dataset is designed for exploratory data analysis (EDA) to uncover patterns and trends within the gaming sector, helping analysts, game developers, and industry researchers better understand player behavior, revenue drivers, and popular game genres.
Dataset Overview:
Game Sales: Detailed information on sales figures for various games, allowing for revenue analysis and trend identification. Player Demographics: Data on player age, gender, and region, enabling segmentation and targeted analysis. User Engagement Metrics: Information on player engagement levels, such as playtime, frequency, and in-game purchases, providing insights into player retention and monetization strategies. Game Categories: Classification of games by genre, platform, and popularity to identify trends across different segments of the gaming market. Columns:
game_id: Unique identifier for each game in the dataset. game_title: Name of the game. genre: Game genre/category (e.g., action, adventure, simulation). platform: Platform on which the game is available (e.g., PC, console, mobile). release_date: Release date of the game. sales: Sales figures for each game, either in units or revenue. player_age: Age of the player engaging with the game. player_gender: Gender of the player (e.g., Male, Female). region: Geographic region where the game is popular or sold. playtime: Average playtime or engagement hours per player. in_game_purchases: Amount or count of in-game purchases made by players. Possible Use Cases:
Sales Trend Analysis: Track sales trends over time to identify popular games and profitable genres. Player Demographic Analysis: Segment players by age, gender, and location for targeted marketing. User Engagement Analysis: Explore player engagement metrics to improve retention and in-game purchases. Genre Popularity: Analyze which game genres are most popular across different platforms and demographics. This dataset is a valuable resource for data scientists, marketers, and game developers who want to make data-driven decisions in the gaming industry. By examining sales, demographics, and engagement metrics, users can gain insights to optimize game development, marketing strategies, and monetization efforts.
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TwitterIn July 2025, total video games sales in the United States amounted to **** billion U.S. dollars, representing a five 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.
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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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TwitterOAN 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.
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This dataset consists of monthly gaming market estimates in Bangladesh from January 2010 to June 2025, segmented by platform (Mobile and PC/Console) and contains some information about revenue (in USD) and active gaming users (in millions), with some thin annotations on major events. The estimates or projections suggest tremendous growth in the industry during this period, particularly in terms of mobile gaming, which has led to users and in revenue. The estimates or projections also suggest the growth of the industry from a market that previously relied on piracy, to one that is more digitally based. The dataset captures several noteworthy moments in that transition period, including when 3G/4G internet was introduced, when famous local titles were introduced to the market (e.g. Heroes of 71), and when the COVID-19 pandemic impacted online consumption. The dataset contains a total of 372 estimates or projections and could be used to assess trends for the growth of digital entertainment, economic growth in emerging markets like Bangladesh, and the role of major market events in establishing the foundation of gaming in Bangladesh. Revenue data went from approximately $1.96 million in 2010 to over $121.6 million in 2024 (2025 is still a partial dataset but also indicates growth). The mobile portion of the market has had the strongest growth with monthly average users going from approximately 0.57 million in 2010 to around ~75 million in mid-2025. The PC/Console market remains small with steady, slower growth, but continued upward trends, nonetheless.
Overall, this dataset is well positioned for either time series analysis, various econometric modeling studies, or comparative studies on gaming markets in South Asia. It was assessed using Python (pandas) to check for integrity, trends, and aggregates.
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TwitterOAN provides audience data. We specialize in depth categories of gaming industry and deliver unique categories. But gaming data is just a part of all audience data we provide. We deliver millions of users’ profiles grouped into IAB-compliant segments.
Segmented data and raw data
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TwitterThe 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.
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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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The mobile games industry is worth billions of dollars, with companies spending vast amounts of money on the development and marketing of these games to an equally large market. Using this data set, insights can be gained into a sub-market of this market, strategy games. This sub-market includes titles such as Clash of Clans, Plants vs Zombies and Pokemon GO.
This is the data of 17007 strategy games on the Apple App Store. It was collected on the 3rd of August 2019, using the iTunes API and the App Store sitemap.
You could use the number of ratings as a proxy indicator for the overall success of a game, and then work out what factors make a successful game. Or you could measure the state of the market over time and try predict where it is headed. And I think an analysis of the icons of the apps would be pretty cool.
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NoSQL Database Market size was valued at USD 6.47 Billion in 2024 and is expected to reach USD 44.66 Billion by 2032, growing at a CAGR of 30.14% from 2026 to 2032.Global NoSQL Database Market DriversExponential Growth of Big Data and IoT: The explosion of Big Data and Internet of Things (IoT) applications is a primary catalyst for NoSQL adoption, requiring database solutions that can ingest and process colossal volumes of unstructured and semi-structured data from diverse sources like sensors, social media, and web logs. Unlike rigid relational systems, Increasing Demand for Real-Time Web and Mobile Applications: The surging demand for real-time web and mobile applications is significantly fueling the NoSQL market, as these modern applications require sub-millisecond latency and exceptionally high throughput to deliver a seamless user experience. NoSQL database types, particularly key-value stores and document databases, are architecturally optimized for rapid read/write operations and horizontal scaling,.
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Apple App Store Key StatisticsApps & Games in the Apple App StoreApps in the Apple App StoreGames in the Apple App StoreMost Popular Apple App Store CategoriesPaid vs Free Apps in Apple App...
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This dataset provides an extensive collection of popular video games across various platforms and genres. It includes key details such as game titles, genres, platforms, release years, and user ratings, allowing for in-depth analysis of gaming trends and player preferences.
With a diverse selection of games, this dataset reflects current industry trends, helping researchers, developers, and gaming enthusiasts explore popularity patterns, platform preferences, and genre evolution over time.
📌 Key Features: 🕹️ Game Information: Game Title 🎮: The name of the game. Genre 🎭: The category of the game (e.g., Action, RPG, FPS, Strategy). Platform 🖥️🎮📱: The platform(s) the game is available on (e.g., PC, PlayStation, Xbox, Switch, Mobile). Release Year 📅: The year the game was released. Developer 🏢: The company or studio that developed the game. ⭐ Popularity & Reception: User Ratings 🌟: Average player ratings based on reviews. Metacritic Score 🎯: Professional critic score from Metacritic (if applicable). Total Sales (in millions) 💰: Estimated number of copies sold worldwide. 🎮 Additional Insights: Multiplayer Support 🔄: Whether the game offers multiplayer features (Yes/No). Game Mode 🎯: Single-player, Multiplayer, or Both. ESRB Rating 🔞: Age classification (E, T, M, etc.). 📊 Use Cases & Applications: 🔹 Analyzing gaming trends over time 🔹 Comparing the popularity of different game genres 🔹 Identifying top-selling games by platform 🔹 Understanding user preferences and ratings 🔹 Exploring relationships between game ratings and sales
⚠️ Important Note: This dataset is synthetically generated for educational and analytical purposes. It does not contain real proprietary data but is designed to resemble real-world gaming statistics.
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Description:
This dataset provides a comprehensive list of the best-selling video games of all time, compiled from various sources including sales data and industry reports. The dataset includes information on each game's rank, title, sales figures, series (if applicable), platform(s), initial release date, developer(s), and publisher(s). The sales figures are reported in millions of copies sold worldwide, making it easy to compare and analyze the performance of different games.
The dataset covers a wide range of genres and platforms, including console, PC, and mobile games. Whether you're a video game enthusiast, a data analyst, or a game developer, this dataset can provide valuable insights into the industry's top performers and trends. You can use it to explore patterns and correlations between sales figures, genres, platforms, and other variables, or to develop predictive models and algorithms for forecasting sales performance.
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Cogs-Excluding-Depreciation-and-Amortization Time Series for Taiwan Mobile Co Ltd. Taiwan Mobile Co., Ltd. provides wireless communication services in Taiwan, the Republic of China, and internationally. The company operates through four segments: Telecommunications, Retail, Cable Television and Broadband, and Others. It offers mobile communication, mobile phones, and fixed-line services; e-commerce; wireless and fixed-line telecom services; digital TV subscriptions; cable broadband; TV home shopping; and integrated information and communication services. The company also provides pay TV and cable broadband services; travel, property insurance, and life insurance agency services; value-added services; information software services; and TV program provision. In addition, it is involved in building and operating BOT projects, call center services, telephone marketing activities, commissioned maintenance, film production, investment and retail, and the sale of mobile phones, accessories, and games. Further, the company offers data communication application development, cloud and information services, cable TV, wholesale and retail storefront sales, and gaming services. It also engages in branding agency, cosmetics, logistics, and transport businesses, as well as trading, industrial and commercial services, general investment, entrusted maintenance, cloud power palace service, and communication industries. It provides its products and services under the Taiwan Mobile, TWM Broadband, Taiwan Mobile Enterprise Services, and momo brands. Taiwan Mobile Co., Ltd. was incorporated in 1997 and is based in Taipei, Taiwan.
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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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Techsalerator’s Business Funding Data for Finland
Techsalerator’s Business Funding Data for Finland provides a comprehensive and insightful overview of crucial information for businesses, investors, and financial analysts. This dataset offers an in-depth analysis of the funding activities of companies across various sectors in Finland, capturing and categorizing data related to their funding rounds, investment sources, and financial milestones.
If you need the full dataset, reach out to us at info@techsalerator.com or https://www.techsalerator.com/contact-us.
Techsalerator’s Business Funding Data for Finland
Techsalerator’s Business Funding Data for Finland presents a detailed and insightful overview of essential information for businesses, investors, and financial analysts. This dataset delivers an in-depth examination of funding activities across various sectors in Finland, detailing data related to funding rounds, investment sources, and key financial milestones.
Top 5 Key Data Fields
Company Name: Identifies the company receiving funding. This information helps investors spot potential opportunities and allows analysts to track funding trends within specific industries.
Funding Amount: Shows the total amount of funding a company has received. Understanding these amounts provides insights into the financial health and growth potential of businesses and the scale of investment activities.
Funding Round: Indicates the stage of funding, such as seed, Series A, Series B, or later stages. This helps investors assess a business’s maturity and growth trajectory.
Investor Name: Provides details about the investors or investment firms involved. Knowing the investors helps gauge the credibility of the funding source and their strategic interests.
Investment Date: Records when the funding was completed. The timing of investments can reflect market trends, investor confidence, and potential impacts on a company’s future.
Top 5 Funding Trends in Finland
Technology and Innovation: Finland's technology sector is seeing significant investments, particularly in areas such as artificial intelligence, cybersecurity, and fintech. These investments drive innovation and enhance Finland’s position as a tech hub.
Clean Energy and Sustainability: Investments are flowing into clean energy projects, including wind, solar, and bioenergy. These initiatives support Finland's commitment to sustainability and reducing its carbon footprint.
Healthcare and Biotech: Increased funding is directed towards healthcare infrastructure, biotechnology research, and health tech innovations, aiming to improve medical services and drive advancements in healthcare.
Education and Edtech: Funding is being allocated to educational initiatives and edtech startups focused on enhancing learning experiences, digital education tools, and expanding access to quality education.
Smart Cities and Infrastructure: Investments in smart city projects and infrastructure development are growing, with a focus on urban planning, digital infrastructure, and improving city living standards.
Top 5 Companies with Notable Funding Data in Finland
Supercell: Known for its successful mobile games, Supercell has attracted substantial funding to expand its game development and international market presence.
Rovio Entertainment: The company behind the Angry Birds franchise has received notable investment to develop new games and expand its digital entertainment offerings.
Wärtsilä: A global leader in smart technologies and complete lifecycle solutions for the marine and energy markets, Wärtsilä has secured funding for innovations in energy efficiency and marine technology.
KONE: Specializing in elevators and escalators, KONE has garnered significant investment to enhance its technology and expand its global reach.
Valmet: A provider of technologies and services for the pulp, paper, and energy industries, Valmet has received funding to drive advancements in industrial processes and sustainability initiatives.
Accessing Techsalerator’s Business Funding Data
To obtain Techsalerator’s Business Funding Data for Finland, contact info@techsalerator.com with your specific needs. Techsalerator will provide a customized quote based on the required data fields and records, with delivery available within 24 hours. Ongoing access options can also be discussed.
Included Data Fields
For detailed insights into funding activities and financial trends in Finland, Techsalerator’s dataset is an invaluable resource for investors, business analysts, and financial professionals seeking informed, strategic decisions.
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v1.0
2024-10-15
Material Type: Voice Collection and Annotation
Data Description (including: language category, etc.):Sichuan dialect
Total Data Volume:800 hours
Collection Equipment Requirements (model, etc.):Telephone recording
Collection Environment Requirements:Indoor
Pronunciation Style (Neutral news, emotional, reading/Free topic/Natural speech):Natural speech
Number of Collectors:346 people
Recording Content Audio scenes include: Customer service dialogue scenarios, financial industry, simulated production scenario data
Duration of Each Recording:5-10 minutes
Annotation Content:Text, timestamp, gender, background noise, English, amplitude reduction
Annotation Format:Customer service and customer are annotated separately
Recording Format (whether to follow reading, whether to read aloud, whether dialogue, etc.; Follow reading is only for children):Dialogue
Voice Ability Requirements (requirements for accent; requirements for regional distribution; if it is a small language, its language ability requirements; whether professional broadcasters are needed):Normal Sichuan dialect speech
Recording Environment (Recording studio/Signal-to-Noise Ratio SNR[Office/Shopping mall/Outdoor/Desk/Mobile phone/Car (model, speed, in-car environment)]):Office
Audio Format:8k, 16bit wav
Channels:Dual channel
Silent Reservation:No reservation
Voice Annotation:Divided according to the speaker's pause, and the corresponding text is marked
Acceptance Rate Requirement:99%
## Directory Structure
root_directory/
├── audio/
│ ├── audio1.wav ├── annotations/
│ ├── text1.txt ├── labels/
│ ├── text1.txt
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Total-Current-Assets Time Series for Taiwan Mobile Co Ltd. Taiwan Mobile Co., Ltd. provides wireless communication services in Taiwan, the Republic of China, and internationally. The company operates through four segments: Telecommunications, Retail, Cable Television and Broadband, and Others. It offers mobile communication, mobile phones, and fixed-line services; e-commerce; wireless and fixed-line telecom services; digital TV subscriptions; cable broadband; TV home shopping; and integrated information and communication services. The company also provides pay TV and cable broadband services; travel, property insurance, and life insurance agency services; value-added services; information software services; and TV program provision. In addition, it is involved in building and operating BOT projects, call center services, telephone marketing activities, commissioned maintenance, film production, investment and retail, and the sale of mobile phones, accessories, and games. Further, the company offers data communication application development, cloud and information services, cable TV, wholesale and retail storefront sales, and gaming services. It also engages in branding agency, cosmetics, logistics, and transport businesses, as well as trading, industrial and commercial services, general investment, entrusted maintenance, cloud power palace service, and communication industries. It provides its products and services under the Taiwan Mobile, TWM Broadband, Taiwan Mobile Enterprise Services, and momo brands. Taiwan Mobile Co., Ltd. was incorporated in 1997 and is based in Taipei, Taiwan.
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Minority-Interest-Expense Time Series for Taiwan Mobile Co Ltd. Taiwan Mobile Co., Ltd. provides wireless communication services in Taiwan, the Republic of China, and internationally. The company operates through four segments: Telecommunications, Retail, Cable Television and Broadband, and Others. It offers mobile communication, mobile phones, and fixed-line services; e-commerce; wireless and fixed-line telecom services; digital TV subscriptions; cable broadband; TV home shopping; and integrated information and communication services. The company also provides pay TV and cable broadband services; travel, property insurance, and life insurance agency services; value-added services; information software services; and TV program provision. In addition, it is involved in building and operating BOT projects, call center services, telephone marketing activities, commissioned maintenance, film production, investment and retail, and the sale of mobile phones, accessories, and games. Further, the company offers data communication application development, cloud and information services, cable TV, wholesale and retail storefront sales, and gaming services. It also engages in branding agency, cosmetics, logistics, and transport businesses, as well as trading, industrial and commercial services, general investment, entrusted maintenance, cloud power palace service, and communication industries. It provides its products and services under the Taiwan Mobile, TWM Broadband, Taiwan Mobile Enterprise Services, and momo brands. Taiwan Mobile Co., Ltd. was incorporated in 1997 and is based in Taipei, Taiwan.
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The Mobile Games Dataset is a meticulously curated collection of 100+ top-rated mobile games spanning various genres. This dataset provides a valuable resource for game developers, researchers, and enthusiasts interested in exploring trends and patterns within the mobile gaming industry. Each entry includes the game name, developer, genre, and rating, offering a comprehensive overview of some of the most popular and critically acclaimed mobile games available today.
Game Name: The title of the mobile game.
Developer: The name of the company or individual who developed the game.
Genre: The category or type of game, indicating the primary gameplay mechanics.
Rating: The average user rating of the game, typically on a scale from 1 to 5.