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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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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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Looking for something new to play on your iOS device? Check out this dataset of popular games and applications that are available or in development! This dataset includes ratings and other information about each game, so you can find the perfect one to fit your mood
- Game developers can use this dataset to compare the popularity of their games with other games on the iOS platform and adjust their development strategies accordingly
- Researchers studying the iOS gaming market can use this dataset to identify trends in game genres and popularity over time
- Gamers looking for popular games to play on their iOS device can use this dataset to find new games to try out
License
License: CC0 1.0 Universal (CC0 1.0) - Public Domain Dedication No Copyright - You can copy, modify, distribute and perform the work, even for commercial purposes, all without asking permission. See Other Information.
File: df_11.csv | Column name | Description | |:--------------|:--------------| | 0 | | | 1 | |
File: df_1.csv | Column name | Description | |:--------------|:--------------| | 0 | | | 1 | |
File: df_4.csv | Column name | Description | |:--------------|:--------------| | 0 | | | 1 | |
File: df_9.csv | Column name | Description | |:--------------|:--------------| | 0 | | | 1 | |
File: df_10.csv | Column name | Description | |:--------------|:--------------| | 0 | | | 1 | |
File: df_3.csv
File: df_2.csv | Column name | Description | |:------------------------------------|:------------------------------------------------------------------------| | Title | The name of the game or app. (String) | | Developer(s) | The developer or developers of the game or app. (String) | | Publisher(s) | The publisher or publishers of the game or app. (String) | | Genre | The genre or genres of the game or app. (String) | | Release date | The release date of the game or app. (Date) | | Lite version | A lite version of the game or app. (Boolean) | | Date No Longer Claimable on ios | The date on which the game or app is no longer claimable on iOS. (Date) | | Ref. | A reference to the source of the data. (String) |
File: df_12.csv
File: df_6.csv | Column name | Description | |:--------------|:--------------| | 0 | | | 1 | |
File: df_7.csv | Column name | Description | |:--------------|:--------------| | 0 | | | 1 | |
File: df_8.csv | Column name | Description | |:--------------|:--------------| | 0 | | | 1 | |
File: df_5.csv | Column name | Description | |:--------------|:--------------| | 0 | | | 1 | |
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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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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 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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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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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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This dataset contains a list of the best-selling video games, collected from the Portuguese Wikipedia page. The dataset includes information such as the game name, the platform it was released on, and the year of release. The list contains games from various platforms, from video game consoles to mobile games. This dataset can be useful for analyzing the video game market, identifying consumption patterns and trends, as well as serving as a basis for developing new game projects.
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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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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.
🔍 Key Insights Included: • App & Game Usage Behavior: Session-level frequency, duration, and engagement depth across mobile games and entertainment apps. • Genre Affinity & Player Segmentation: Identify casual, mid-core, or hardcore players; score user affinity across 20+ gaming genres. • Device Intelligence: RAM, OS version, and device manufacturer to estimate spend potential and gameplay capability. • Location & Demographic Indicators: Region, city, and language for audience localization and creative optimization. • Intent & Retention Signals: Pre-install interest, churn risk, and user migration across competitor titles.
🕹️ Core Use Cases: • User Acquisition Optimization – Build high-LTV lookalike audiences, target competitive or genre-specific segments. • Churn Prediction & Re-Engagement – Identify disengaged players early and retarget them intelligently. • Competitive Benchmarking – Track market share, player overlap, and cross-game engagement trends. • Monetization Optimization – Estimate IAP (In-App Purchase) propensity and ad tolerance through engagement metrics. • Cross-Promotion & Expansion – Identify OTT or entertainment app users likely to convert into gamers. • Genre & IP Testing – Target audiences aligned with new titles or franchises (e.g., Marvel fans for superhero games).
📦 Data Delivery & Products: • Gaming Audience Builder – Pre-built and custom segments (RPG, puzzle, sports, etc.) for ad targeting. • Churn Risk Scoring API – Predict player churn and engagement probability. • Competitive Intelligence Dashboard – Benchmark performance and monitor emerging trends. • Genre Affinity Scoring – Classify users by preferred game type for recommendation or personalization. • Beta Tester Recruitment – Identify and engage high-activity users for early access testing.
🏆 Competitive Advantages: • Cross-App Visibility: Captures both gaming and entertainment app behaviors. • Pre-Install Insights: Detects interest before user acquisition. • Session-Level Granularity: Real-time data, refreshed daily. • Device + Behavior Correlation: Predict IAP likelihood and ad sensitivity.
🏭 Industries Served: • Gaming & Esports – Player engagement, retention, monetization. • OTT & Streaming Platforms – Audience overlap and cross-promotion targeting. • AdTech & Media Agencies – Gamer audience segmentation and reach analysis. • Consumer Electronics – Target users based on device capability and gaming interest. • Market Research & Analytics Firms – Genre trends, user affinity, and market share insights.
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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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"The "Playstore Mobile Legend - Indonesia" dataset is a dataset that includes information about Mobile Legend app usage in Indonesia. This dataset includes various metrics, such as number of downloads, user ratings, reviews, and more, which allows for in-depth analysis of the app's popularity and acceptance Mobile Legend game in the Indonesian market. With this dataset, researchers and analysts can gain insight into user behavior, trends and preferences in the world of mobile gaming in Indonesia, helping developers and researchers make smarter, data-driven decisions in game application development in future."
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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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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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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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The Digital Rights Management (DRM) market is poised for substantial growth, projected to reach $1659.4 million by 2025, with an impressive Compound Annual Growth Rate (CAGR) of 8% during the forecast period of 2025-2033. This expansion is largely propelled by the escalating demand for content protection across various digital platforms and the increasing adoption of digital media consumption. Key drivers include the proliferation of over-the-top (OTT) services, the surge in online gaming, and the continuous need to safeguard intellectual property in the face of evolving cyber threats. The PC and Mobile segments are expected to dominate the application landscape, reflecting the widespread use of these devices for accessing digital content. Furthermore, the growing sophistication of content piracy necessitates robust DRM solutions, thereby fostering market expansion. The industry is also witnessing significant trends such as the integration of AI and machine learning for advanced content tracking and the adoption of blockchain technology for enhanced security and transparency in content distribution. While the market demonstrates a strong upward trajectory, certain restraints could influence its pace. These include the complexity of implementing and managing DRM systems, potential user resistance due to perceived inconvenience, and the ongoing challenge of circumventing DRM technologies. However, the industry is actively innovating to address these challenges, with companies like Microsoft, Google, Apple, and Amazon leading the charge in developing more user-friendly and secure DRM solutions. The Video/Media segment, along with Software/Apps and Games, will likely represent the largest type segments, indicative of their high vulnerability to unauthorized distribution. Geographically, North America and Europe are anticipated to be major revenue contributors due to their mature digital ecosystems and high consumer spending on digital content. The Asia Pacific region, however, is expected to exhibit the fastest growth, driven by rapid digitalization, increasing internet penetration, and a burgeoning middle class with a growing appetite for digital entertainment and software. This report offers an in-depth analysis of the global Digital Rights Management (DRM) market, providing a detailed examination of its trajectory from the historical period of 2019-2024 to an estimated forecast period of 2025-2033. With 2025 designated as the base and estimated year, the study encompasses a comprehensive analysis of market dynamics, key players, emerging trends, and growth catalysts. The report will leverage a rich dataset, projecting the market value in millions of units, and will delve into various segments, applications, and industry developments to offer actionable insights for stakeholders.
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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.