6 datasets found
  1. d

    OAN Global Gaming Audience Data | Gamer Behavioral data for Programmatic...

    • datarade.ai
    Updated Jan 16, 2024
    + more versions
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    OAN (2024). OAN Global Gaming Audience Data | Gamer Behavioral data for Programmatic Campaigns | 500 Player Segments & 1B+ Unique TTD IDs per Month [Dataset]. https://datarade.ai/data-products/oan-global-gaming-audience-data-gamer-behavior-and-gaming-t-online-advertising-network
    Explore at:
    Dataset updated
    Jan 16, 2024
    Dataset authored and provided by
    OAN
    Area covered
    Bulgaria, Sweden, Luxembourg, Aruba, Belarus, Finland, Northern Mariana Islands, Anguilla, American Samoa, Andorra
    Description

    OAN 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.

  2. Z

    Cloud Mobile Backend as a Service (BaaS) Market By Application (Cloud...

    • zionmarketresearch.com
    pdf
    Updated Jul 13, 2025
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    Zion Market Research (2025). Cloud Mobile Backend as a Service (BaaS) Market By Application (Cloud Storage and Backup, Database Management, User Authentication, Push Notification, and Database Management), By Platform (Android and iOS), By Enterprise Size (Small and Medium-sized Enterprises and Large Enterprises), By Vertical (BFSI, Manufacturing, Gaming, IT & ITES, Healthcare, Pharmaceuticals, Media, Entertainment, and Telecommunications), And By Region - Global And Regional Industry Overview, Market Intelligence, Comprehensive Analysis, Historical Data, And Forecasts 2024 - 2032 [Dataset]. https://www.zionmarketresearch.com/report/cloud-mobile-backend-as-a-service-market
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    pdfAvailable download formats
    Dataset updated
    Jul 13, 2025
    Dataset authored and provided by
    Zion Market Research
    License

    https://www.zionmarketresearch.com/privacy-policyhttps://www.zionmarketresearch.com/privacy-policy

    Time period covered
    2022 - 2030
    Area covered
    Global
    Description

    Global Cloud Mobile Backend as a Service (BaaS) Market size was $3.0 Billion in 2022 and is slated to hit $7.3 Billion by the end of 2030 with a CAGR of nearly 24.1%.

  3. v

    NoSQL Database Market by Type (Key-Value Store, Document Database, Column...

    • verifiedmarketresearch.com
    Updated Aug 15, 2024
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    VERIFIED MARKET RESEARCH (2024). NoSQL Database Market by Type (Key-Value Store, Document Database, Column Based Store, Graph Database), Application (Data Storage, Mobile Apps, Web Apps, Data Analytics), End-User Industry (Retail, Gaming, IT), & Region for 2024-2031 [Dataset]. https://www.verifiedmarketresearch.com/product/nosql-database-market/
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    Dataset updated
    Aug 15, 2024
    Dataset authored and provided by
    VERIFIED MARKET RESEARCH
    License

    https://www.verifiedmarketresearch.com/privacy-policy/https://www.verifiedmarketresearch.com/privacy-policy/

    Time period covered
    2024 - 2031
    Area covered
    Global
    Description

    NoSQL Database Market size was valued at USD 7.43 Billion in 2024 and is projected to reach USD 60 Billion by 2031, growing at a CAGR of 30% during the forecast period from 2024 to 2031.

    Global NoSQL Database Market Drivers

    Big Data Management: The exponential growth of unstructured and semi-structured data necessitates flexible and scalable database solutions. Cloud Computing Adoption: The shift towards cloud-based applications and infrastructure is driving demand for NoSQL databases. Real-time Analytics: NoSQL databases excel at handling real-time data processing and analytics, making them suitable for applications like IoT and fraud detection.

    Global NoSQL Database Market Restraints

    Complexity and Management Challenges: NoSQL databases can be complex to manage and require specialized skills. Lack of Standardization: The absence of a standardized NoSQL query language can hinder data integration and migration.

  4. Casino Gaming Market Analysis, Size, and Forecast 2025-2029: North America...

    • technavio.com
    Updated Jun 15, 2025
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    Technavio (2025). Casino Gaming Market Analysis, Size, and Forecast 2025-2029: North America (US), Europe (France, Germany, Italy, Spain, and UK), APAC (China, India, Japan, and South Korea), and Rest of World (ROW) [Dataset]. https://www.technavio.com/report/casino-gaming-market-industry-analysis
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    Dataset updated
    Jun 15, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global, United States
    Description

    Snapshot img

    Casino Gaming Market Size 2025-2029

    The casino gaming market size is forecast to increase by USD 45.9 billion at a CAGR of 3.3% between 2024 and 2029.

    The market is experiencing significant growth, driven by the increasing spending capability of customers. This trend is fueled by the rising disposable income and the growing popularity of casino games, both online gambling and offline. Another key driver is the increasing use of social media marketing by casinos to attract and engage customers. This digital marketing strategy allows casinos to reach a larger audience and build stronger relationships with their customer base. However, the market is not without challenges. One major obstacle is the difficulties in securing online payments. With the rise of cybercrime and data breaches, consumers are increasingly concerned about the safety of their financial information when making online transactions.
    Casinos must invest in robust security measures to protect their customers' data and build trust. Additionally, the regulatory landscape is becoming more complex, with stricter regulations being imposed on the gaming industry in various regions. Companies must stay abreast of these changes and adapt their business models accordingly to remain competitive. In land-based casinos, the experience is htighlighted hrough elements such as sound design, ambient lighting, and game design. To capitalize on market opportunities and navigate challenges effectively, casino operators must focus on providing a secure and engaging gaming experience, leveraging digital marketing strategies, and complying with regulatory requirements.
    

    What will be the Size of the Casino Gaming Market during the forecast period?

    Explore in-depth regional segment analysis with market size data - historical 2019-2023 and forecasts 2025-2029 - in the full report.
    Request Free Sample

    In the dynamic market, brand reputation plays a pivotal role in attracting and retaining players. Esports betting and skill-based games have emerged as popular trends, necessitating innovative casino design and user interface (UI) enhancements. Gambling regulations continue to shape market dynamics, influencing the adoption of lottery systems and employee management strategies. Interactive gaming experiences, driven by advanced game mechanics, are a key focus for casinos, with sound design and interior design also crucial for creating engaging atmospheres. Pay-per-click (PPC) advertising and social media marketing are essential tools for reaching new audiences, while behavioral targeting and public relations help engage existing players.

    Sustainability initiatives and cost optimization strategies are becoming increasingly important for casino operators, ensuring long-term success in the competitive landscape. Sports betting and social casino games continue to dominate the market, with community outreach and digital marketing efforts essential for staying ahead. Casino operators invest in staff training and UX/UI design to provide superior customer experiences. Blockchain technology underpins secure financial transactions and adds transparency to game outcomes.

    How is this Casino Gaming Industry segmented?

    The casino gaming industry 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
    
      Land-based casino gaming
      Online casino gaming
    
    
    Product
    
      Slot machines
      Lottery ticket machines
      Electronic roulette
      Multiplayer game stations
      Gaming servers
    
    
    End-user
    
      High rollers
      Casual gamblers
      Tourists local
      Residents
    
    
    Geography
    
      North America
    
        US
    
    
      Europe
    
        France
        Germany
        Italy
        Spain
        UK
    
    
      APAC
    
        China
        India
        Japan
        South Korea
    
    
      Rest of World (ROW)
    

    By Type Insights

    The Land-based casino gaming segment is estimated to witness significant growth during the forecast period. In the dynamic market, various elements engage and captivate players both online and offline. Player protection is prioritized through anti-money laundering (AML) measures, database management, and responsible gambling initiatives. Progressive jackpots and tournament management add excitement, while machine learning and game certification ensure fairness and security. Casino software developers continuously innovate, introducing live dealer games, mobile gaming, and even augmented reality casinos. Contactless payments, cashless gaming, and biometric authentication streamline transactions.

    Data analytics and facial recognition enhance the customer experience, while game development incorporates artificial intelligence (AI) and multiplier features. Online casinos, with their convenience and accessibility, have rised in popularity. Surveillance systems, fraud prevention, and self

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

    • statista.com
    Updated Jun 25, 2025
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    Statista Research Department (2025). Global consumer likelihood of buying limited edition video games 2024 [Dataset]. https://www.statista.com/topics/3436/gaming-monetization/
    Explore at:
    Dataset updated
    Jun 25, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    A global consumer survey conducted in March 2024 found that 18 percent of respondents were more likely to buy a video game if it was advertised as a collector or limited edition. However, 45 percent of respondents stated that they were not interested in limited edition releases.

  6. NoSQL Market Demand, Size and Competitive Analysis | TechSci Research

    • techsciresearch.com
    Updated Nov 15, 2024
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    TechSci Research (2024). NoSQL Market Demand, Size and Competitive Analysis | TechSci Research [Dataset]. https://www.techsciresearch.com/report/nosql-market/26615.html
    Explore at:
    Dataset updated
    Nov 15, 2024
    Dataset provided by
    TechSci Research Pvt Ltd
    Authors
    TechSci Research
    License

    https://www.techsciresearch.com/privacy-policy.aspxhttps://www.techsciresearch.com/privacy-policy.aspx

    Description

    NoSQL Market was valued at USD 10.23 billion in 2023 and is expected to reach USD 24.21 billion by 2029 with a CAGR of 15.27% during the forecast period.

    Pages182
    Market Size2023: USD 10.23 Billion
    Forecast Market Size2029: USD 24.21 Billion
    CAGR2024-2029: 15.27%
    Fastest Growing SegmentDocument Database
    Largest MarketAsia Pacific
    Key Players1. Couchbase, Inc. 2. Oracle Corporation 3. ScyllaDB Ltd. 4. Aerospike Inc. 5. IBM Corporation 6. Progress Software Corporation 7. NVIDIA Corporation 8. Neo4j, Inc.

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OAN (2024). OAN Global Gaming Audience Data | Gamer Behavioral data for Programmatic Campaigns | 500 Player Segments & 1B+ Unique TTD IDs per Month [Dataset]. https://datarade.ai/data-products/oan-global-gaming-audience-data-gamer-behavior-and-gaming-t-online-advertising-network

OAN Global Gaming Audience Data | Gamer Behavioral data for Programmatic Campaigns | 500 Player Segments & 1B+ Unique TTD IDs per Month

Explore at:
Dataset updated
Jan 16, 2024
Dataset authored and provided by
OAN
Area covered
Bulgaria, Sweden, Luxembourg, Aruba, Belarus, Finland, Northern Mariana Islands, Anguilla, American Samoa, Andorra
Description

OAN 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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