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This dataset contains all the stats of all android games of Gameloft.
Gameloft SE is a French video game publisher based in Paris, founded in December 1999 by Ubisoft co-founder Michel Guillemot. The company operates 18 development studios worldwide, and publishes games with a special focus on the mobile games market.
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Founder: Michael Guillemot Founded: December 14, 1999 Headquarters: Paris, France CEO: StΓ©phane Roussel (Jun 29, 2016β) Subsidiaries: Gameloft Argentina S.A., Ludigames Sas, MORE Parent organization: Vivendi
!kaggle datasets download -d azminetoushikwasi/gameloft-android-games-collection-2022
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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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| BASE YEAR | 2024 |
| HISTORICAL DATA | 2019 - 2023 |
| REGIONS COVERED | North America, Europe, APAC, South America, MEA |
| REPORT COVERAGE | Revenue Forecast, Competitive Landscape, Growth Factors, and Trends |
| MARKET SIZE 2024 | 1.7(USD Billion) |
| MARKET SIZE 2025 | 2.03(USD Billion) |
| MARKET SIZE 2035 | 12.0(USD Billion) |
| SEGMENTS COVERED | Service Type, Deployment Model, End Use, Gaming Genre, Regional |
| COUNTRIES COVERED | US, Canada, Germany, UK, France, Russia, Italy, Spain, Rest of Europe, China, India, Japan, South Korea, Malaysia, Thailand, Indonesia, Rest of APAC, Brazil, Mexico, Argentina, Rest of South America, GCC, South Africa, Rest of MEA |
| KEY MARKET DYNAMICS | Scalability and flexibility, Cost-effectiveness, Rapid development cycle, Enhanced user engagement, Increased cloud adoption |
| MARKET FORECAST UNITS | USD Billion |
| KEY COMPANIES PROFILED | Heroic Labs, Google Cloud, Amazon Web Services, Agones, Photon Engine, PlayFab, Genius Sports, Back4App, Microsoft Azure, GameSparks, Couchbase, Firebase, Epic Games, Unity Technologies, ChilliConnect, Nakama |
| MARKET FORECAST PERIOD | 2025 - 2035 |
| KEY MARKET OPPORTUNITIES | Cloud scalability for game developers, Enhanced multiplayer experiences, Real-time analytics integration, Customizable backend solutions, Cost-effective game development tools |
| COMPOUND ANNUAL GROWTH RATE (CAGR) | 19.4% (2025 - 2035) |
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| BASE YEAR | 2024 |
| HISTORICAL DATA | 2019 - 2023 |
| REGIONS COVERED | North America, Europe, APAC, South America, MEA |
| REPORT COVERAGE | Revenue Forecast, Competitive Landscape, Growth Factors, and Trends |
| MARKET SIZE 2024 | 1.7(USD Billion) |
| MARKET SIZE 2025 | 2.03(USD Billion) |
| MARKET SIZE 2035 | 12.0(USD Billion) |
| SEGMENTS COVERED | Service Type, Deployment Model, End User, Game Type, Regional |
| COUNTRIES COVERED | US, Canada, Germany, UK, France, Russia, Italy, Spain, Rest of Europe, China, India, Japan, South Korea, Malaysia, Thailand, Indonesia, Rest of APAC, Brazil, Mexico, Argentina, Rest of South America, GCC, South Africa, Rest of MEA |
| KEY MARKET DYNAMICS | Increasing mobile game development, Rising demand for cloud solutions, Need for scalability and flexibility, Enhancements in real-time data processing, Growth in multiplayer gaming experiences |
| MARKET FORECAST UNITS | USD Billion |
| KEY COMPANIES PROFILED | GameSparks, BrainCloud, Heroic Labs, BackEndless, Microsoft, Epic Games, Photon Engine, PlayFab, AppWarp, Entertainly, Xsolla, Gamesparks, Amazon Web Services, Nakama, Unity Technologies, Google Cloud |
| MARKET FORECAST PERIOD | 2025 - 2035 |
| KEY MARKET OPPORTUNITIES | Increased adoption of cloud gaming, Growing demand for cross-platform solutions, Rising mobile gaming trends, Expansion of eSports infrastructure, Enhanced focus on real-time analytics |
| COMPOUND ANNUAL GROWTH RATE (CAGR) | 19.4% (2025 - 2035) |
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According to our latest research, the global Gaming Backend as a Service (BaaS) market size reached USD 3.2 billion in 2024, driven by the rapid growth of online gaming and the increasing demand for real-time, scalable backend solutions. The market is expected to expand at a robust CAGR of 14.6% from 2025 to 2033, reaching a projected value of USD 10.4 billion by 2033. The primary growth factor fueling this market is the surge in multiplayer gaming, cross-platform integration, and the need for seamless backend infrastructure to support immersive gaming experiences.
The proliferation of smartphones and high-speed internet connectivity has significantly contributed to the expansion of the Gaming Backend as a Service (BaaS) market. Mobile gaming, in particular, has witnessed explosive growth, necessitating backend solutions that can handle millions of concurrent users, real-time data synchronization, and robust authentication processes. As developers focus on delivering richer content and interactive gameplay, the demand for scalable, cloud-based backend services has intensified. These services enable game creators to offload complex server-side operations, reduce time-to-market, and focus more on game development rather than infrastructure management, thereby accelerating innovation and improving the overall user experience.
Another significant growth factor is the rise of cross-platform and multiplayer gaming. Modern gamers expect to play their favorite titles seamlessly across devices, including mobile phones, PCs, consoles, and increasingly, AR/VR headsets. Gaming Backend as a Service platforms offer unified authentication, real-time database management, analytics, and scalable cloud storage, which are essential for supporting cross-platform gameplay and real-time interactions among players worldwide. The ability to integrate features like push notifications, in-game analytics, and live updates further enhances player engagement and retention, making BaaS solutions indispensable for both indie developers and large studios.
In addition, the gaming industry is witnessing a shift towards live operations and games-as-a-service models, which require continuous content updates, live events, and real-time player management. Gaming BaaS providers are responding by offering advanced analytics, customizable backend logic, and event-driven architectures that empower developers to adapt quickly to player preferences and market trends. The emergence of cloud-native technologies and serverless computing is also enabling more cost-effective and flexible backend solutions, allowing studios of all sizes to scale their operations efficiently and securely. This evolution is expected to further drive market growth over the forecast period.
From a regional perspective, North America continues to dominate the Gaming Backend as a Service market, accounting for the largest revenue share in 2024. However, the Asia Pacific region is emerging as the fastest-growing market, fueled by the massive adoption of mobile gaming, rising internet penetration, and a burgeoning population of young gamers. Europe and Latin America are also showing significant potential, supported by increasing investments in gaming infrastructure and the expansion of esports. The Middle East & Africa region, while still nascent, is gradually catching up due to improving connectivity and a growing appetite for digital entertainment.
The Gaming Backend as a Service market is segmented by component into Authentication, Real-Time Database, Cloud Storage, Push Notifications, Analytics, and Others. Authentication services remain a cornerstone of BaaS offerings, providing secure logins, user management, and data protection for millions of gamers. As cyber threats and account hacking attempts become more sophisticated, robust authentication mechanisms such as multi-factor authentication, social login integrations, and advanced encryption are increasingly in demand. These features not only enhance security but also streamline onboarding for players, reducing friction and boosting retention rates for game publishers.
Real-Time Database solutions are critical for supporting dynamic, interactive, and multiplayer gaming experiences. These databases enable instantaneous data synchronization between players, game servers, and cloud infrastructure, facilitating seam
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| BASE YEAR | 2024 |
| HISTORICAL DATA | 2019 - 2023 |
| REGIONS COVERED | North America, Europe, APAC, South America, MEA |
| REPORT COVERAGE | Revenue Forecast, Competitive Landscape, Growth Factors, and Trends |
| MARKET SIZE 2024 | 9.35(USD Billion) |
| MARKET SIZE 2025 | 10.4(USD Billion) |
| MARKET SIZE 2035 | 30.0(USD Billion) |
| SEGMENTS COVERED | Application, Deployment Model, Type, End Use, Regional |
| COUNTRIES COVERED | US, Canada, Germany, UK, France, Russia, Italy, Spain, Rest of Europe, China, India, Japan, South Korea, Malaysia, Thailand, Indonesia, Rest of APAC, Brazil, Mexico, Argentina, Rest of South America, GCC, South Africa, Rest of MEA |
| KEY MARKET DYNAMICS | increasing data volume, demand for low latency, rise of cloud computing, growing e-commerce activities, need for real-time analytics |
| MARKET FORECAST UNITS | USD Billion |
| KEY COMPANIES PROFILED | Datastax, Apache Software Foundation, Amazon Web Services, Memcached, Microsoft, GigaSpaces, Google, Redis Labs, Oracle, Alibaba Cloud, SAP, Couchbase, Aerospike, TIBCO Software, Hazelcast, Salesforce, IBM |
| MARKET FORECAST PERIOD | 2025 - 2035 |
| KEY MARKET OPPORTUNITIES | Real-time data processing needs, Increased cloud adoption rates, Growth in IoT applications, Demand for faster applications, Rising importance of data analytics |
| COMPOUND ANNUAL GROWTH RATE (CAGR) | 11.2% (2025 - 2035) |
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| BASE YEAR | 2024 |
| HISTORICAL DATA | 2019 - 2023 |
| REGIONS COVERED | North America, Europe, APAC, South America, MEA |
| REPORT COVERAGE | Revenue Forecast, Competitive Landscape, Growth Factors, and Trends |
| MARKET SIZE 2024 | 3.75(USD Billion) |
| MARKET SIZE 2025 | 4.25(USD Billion) |
| MARKET SIZE 2035 | 15.0(USD Billion) |
| SEGMENTS COVERED | Application, Deployment Model, Data Model, End Use, Regional |
| COUNTRIES COVERED | US, Canada, Germany, UK, France, Russia, Italy, Spain, Rest of Europe, China, India, Japan, South Korea, Malaysia, Thailand, Indonesia, Rest of APAC, Brazil, Mexico, Argentina, Rest of South America, GCC, South Africa, Rest of MEA |
| KEY MARKET DYNAMICS | Growing demand for real-time analytics, Increasing adoption of cloud services, Rising need for data synchronization, Expanding usage of IoT applications, High scalability and performance requirements |
| MARKET FORECAST UNITS | USD Billion |
| KEY COMPANIES PROFILED | Neo4j, MemSQL, Cloudera, Microsoft, MongoDB, Google, Cassandra, Oracle, Couchbase, Amazon, Firebase, Aerospike, Timescale, Redis, Snowflake, IBM |
| MARKET FORECAST PERIOD | 2025 - 2035 |
| KEY MARKET OPPORTUNITIES | Cloud-based data solutions, Increasing demand for IoT applications, Real-time analytics for business intelligence, Enhanced data security features, Growth in mobile application development |
| COMPOUND ANNUAL GROWTH RATE (CAGR) | 13.4% (2025 - 2035) |
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TwitterThis Gaming & Entertainment Intelligence dataset delivers granular, session-level behavioral data from over 110 million consented users across APAC, derived from AI-powered mobile applications. It enables game developers, publishers, OTT platforms, and Esports companies to understand player habits, preferences, and competitive trends in real-time.
π Key Insights Included: β’ App & Game Usage Behavior: Session-level frequency, duration, and engagement depth across mobile games and entertainment apps. β’ Genre Affinity & Player Segmentation: Identify casual, mid-core, or hardcore players; score user affinity across 20+ gaming genres. β’ Device Intelligence: RAM, OS version, and device manufacturer to estimate spend potential and gameplay capability. β’ Location & Demographic Indicators: Region, city, and language for audience localization and creative optimization. β’ Intent & Retention Signals: Pre-install interest, churn risk, and user migration across competitor titles.
πΉοΈ Core Use Cases: β’ User Acquisition Optimization β Build high-LTV lookalike audiences, target competitive or genre-specific segments. β’ Churn Prediction & Re-Engagement β Identify disengaged players early and retarget them intelligently. β’ Competitive Benchmarking β Track market share, player overlap, and cross-game engagement trends. β’ Monetization Optimization β Estimate IAP (In-App Purchase) propensity and ad tolerance through engagement metrics. β’ Cross-Promotion & Expansion β Identify OTT or entertainment app users likely to convert into gamers. β’ Genre & IP Testing β Target audiences aligned with new titles or franchises (e.g., Marvel fans for superhero games).
π¦ Data Delivery & Products: β’ Gaming Audience Builder β Pre-built and custom segments (RPG, puzzle, sports, etc.) for ad targeting. β’ Churn Risk Scoring API β Predict player churn and engagement probability. β’ Competitive Intelligence Dashboard β Benchmark performance and monitor emerging trends. β’ Genre Affinity Scoring β Classify users by preferred game type for recommendation or personalization. β’ Beta Tester Recruitment β Identify and engage high-activity users for early access testing.
π Competitive Advantages: β’ Cross-App Visibility: Captures both gaming and entertainment app behaviors. β’ Pre-Install Insights: Detects interest before user acquisition. β’ Session-Level Granularity: Real-time data, refreshed daily. β’ Device + Behavior Correlation: Predict IAP likelihood and ad sensitivity.
π Industries Served: β’ Gaming & Esports β Player engagement, retention, monetization. β’ OTT & Streaming Platforms β Audience overlap and cross-promotion targeting. β’ AdTech & Media Agencies β Gamer audience segmentation and reach analysis. β’ Consumer Electronics β Target users based on device capability and gaming interest. β’ Market Research & Analytics Firms β Genre trends, user affinity, and market share insights.
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Common-Stock-Shares-Outstanding Time Series for Electronic Arts Inc. Electronic Arts Inc. develops, markets, publishes, and delivers games, content, and services for game consoles, PCs, and mobile phones worldwide. It develops and publishes games and services across various genres, such as sports, racing, first-person shooter, action, role-playing, and simulation; and live services offerings, including extra content and subscription offerings through its global football and American football franchises, such as EA SPORTS College Football and EA SPORTS Madden NFL, as well as based on its IP comprising The Sims, Apex Legends, and Battlefield. The company markets and sells its games and services through digital distribution and retail channels; and directly to mass market retailers, specialty stores, and distribution arrangements. Electronic Arts Inc. was incorporated in 1982 and is headquartered in Redwood City, California.
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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 contains all the stats of all android games of Gameloft.
Gameloft SE is a French video game publisher based in Paris, founded in December 1999 by Ubisoft co-founder Michel Guillemot. The company operates 18 development studios worldwide, and publishes games with a special focus on the mobile games market.
https://www.seekpng.com/png/detail/209-2095647_gameloft-announces-the-release-of-two-of-its.png" alt="gameloft">
Founder: Michael Guillemot Founded: December 14, 1999 Headquarters: Paris, France CEO: StΓ©phane Roussel (Jun 29, 2016β) Subsidiaries: Gameloft Argentina S.A., Ludigames Sas, MORE Parent organization: Vivendi
!kaggle datasets download -d azminetoushikwasi/gameloft-android-games-collection-2022