36 datasets found
  1. Highest Grossing Mobile Games

    • kaggle.com
    Updated Dec 19, 2022
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    Matt OP (2022). Highest Grossing Mobile Games [Dataset]. https://www.kaggle.com/datasets/mattop/highest-grossing-mobile-games
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    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Dec 19, 2022
    Dataset provided by
    Kaggle
    Authors
    Matt OP
    License

    https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/

    Description

    This is a dataset of mobile video games that have generated at least $100 million in gross revenue. Among them, there are more than 30 mobile games that have grossed more than $1 billion. The video game company with the highest number of titles on the list is Tencent, which publishes and/or owns 12 games on the list, including three in the top ten.

    Tabular data includes:

    • Game
    • Revenue
    • Initial release
    • Publisher(s)
    • Genre(s)
  2. G

    Mobile Game Session Durations

    • gomask.ai
    csv, json
    Updated Aug 21, 2025
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    GoMask.ai (2025). Mobile Game Session Durations [Dataset]. https://gomask.ai/marketplace/datasets/mobile-game-session-durations
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    json, csv(10 MB)Available download formats
    Dataset updated
    Aug 21, 2025
    Dataset provided by
    GoMask.ai
    License

    CC0 1.0 Universal Public Domain Dedicationhttps://creativecommons.org/publicdomain/zero/1.0/
    License information was derived automatically

    Time period covered
    2024 - 2025
    Area covered
    Global
    Variables measured
    country, game_id, os_type, user_id, session_id, device_type, session_date, retention_day, session_score, session_number, and 6 more
    Description

    This dataset provides detailed, session-level metrics for mobile games, including user identifiers, session timing, device and OS information, in-app purchases, and gameplay events. It is ideal for retention modeling, player segmentation, and optimizing game design for studios and publishers seeking actionable insights on user engagement and monetization.

  3. Monthly revenue of the U.S. video game industry 2017-2025, by segment

    • statista.com
    • tokrwards.com
    • +1more
    Updated Aug 29, 2025
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    Statista (2025). Monthly revenue of the U.S. video game industry 2017-2025, by segment [Dataset]. https://www.statista.com/statistics/201073/revenue-of-the-us-video-game-industry-by-segment/
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    Dataset updated
    Aug 29, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2017 - Jul 2025
    Area covered
    United States
    Description

    In 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.

  4. Mobile Battle Royale Games Weapons Stats

    • kaggle.com
    Updated Sep 15, 2020
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    Neel Thakker (2020). Mobile Battle Royale Games Weapons Stats [Dataset]. https://www.kaggle.com/neelthakker/mobile-battle-royale-games-weapons-stats/metadata
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Sep 15, 2020
    Dataset provided by
    Kaggle
    Authors
    Neel Thakker
    Description

    Learn With Fun

    https://www.googleapis.com/download/storage/v1/b/kaggle-user-content/o/inbox%2F3936637%2Fa8cf639255debf504eafc36c4409f425%2Fpubg_PNG37.png?generation=1600176293699043&alt=media" alt="">

    Let us analyze the games we daily play on our mobile phone !!

    In the past couple of years, Mobile Battle Royale games have become quite popular amongst the gaming community. Due to this reason, there have been many e-sports tournaments of these games. This leads to analyzing each aspect of the game for preparing for tournaments. This dataset contains stats of guns used in the following battle royale games.

    Games Included : 1. PUBG Mobile 2. Call of Duty Mobile 3. Garena Free Fire

    This is my first dataset, so please put up a comment, or create a discussion forum if any issues found, or any changes needed. I will try to solve it as soon as possible.

    Please upvote if you find it helpful. Thank you for your time!

  5. d

    Datasys | Clickstream Data | Gamer Audiences (10M+ gamers | PC, console &...

    • data.datasys.com
    Updated Sep 30, 2025
    + more versions
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    Datasys (2025). Datasys | Clickstream Data | Gamer Audiences (10M+ gamers | PC, console & mobile) [Dataset]. https://data.datasys.com/products/datasys-clickstream-data-gamer-audiences-10m-gamers-p-datasys
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    Dataset updated
    Sep 30, 2025
    Dataset authored and provided by
    Datasys
    Area covered
    Peru, Bahamas, Israel, Ecuador, North Korea, Thailand, Saudi Arabia, Lebanon, China, Falkland Islands (Malvinas)
    Description

    Datasys Gamer Audiences dataset tracks 10M+ gaming consumers, including platform usage, time spent, and title engagement.

  6. m

    AN EMPIRICAL STUDY OF IN-APP PURCHASE INTENTION BEHAVIOUR OF GENERATION Z IN...

    • data.mendeley.com
    Updated Aug 6, 2025
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    Donny Putratama Agvie (2025). AN EMPIRICAL STUDY OF IN-APP PURCHASE INTENTION BEHAVIOUR OF GENERATION Z IN MOBILE GAME [Dataset]. http://doi.org/10.17632/wsnp3783ty.1
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    Dataset updated
    Aug 6, 2025
    Authors
    Donny Putratama Agvie
    License

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

    Description

    This dataset contains demographic information and mobile gaming behavior of Indonesian Gen-Z. It includes responses from mostly Gen-Z participants with varying income and education levels. Additionally, the data captures frequently played games, gaming experience, and top-up preferences. The author creates a questionnaire and posts it online for the population and sample that have been predetermined. In this study, the questionnaire approach was utilized for data collection. The questionnaires of this study were distributed via Google forms with a distribution period of 3 months.

  7. 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
    American Samoa, Sweden, Finland, Northern Mariana Islands, Bulgaria, Aruba, Belarus, Andorra, Anguilla, Luxembourg
    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.

  8. d

    Mobile Advertisement Identification database / MAIDs / Audience data / 10B+...

    • datarade.ai
    .csv
    Updated Sep 2, 2023
    + more versions
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    OAN (2023). Mobile Advertisement Identification database / MAIDs / Audience data / 10B+ profiles / global [US, Euro5, EMEA, APAC, LATAM] [Dataset]. https://datarade.ai/data-products/mobile-advertisement-identification-database-maids-audien-online-advertising-network
    Explore at:
    .csvAvailable download formats
    Dataset updated
    Sep 2, 2023
    Dataset authored and provided by
    OAN
    Area covered
    United States
    Description

    The Gaming Taxonomy contains a broad scope of Gaming related topics, based on the user's browser and mobile app activity through last 30 days. There are classical Demographic, Game Genre, Title and Studio segments. However, we provide also plenty of specific User Types, which contain e.g. Hardcore Gamers, Big Spenders or Parents of Gamers. There are also audiences categorized by specific Hardware Products and Brands, based on the Intent of these devices' purchase. Moreover, we offer segments for Virtual Reality, interest in Gaming Subscriptions, Payments, Micropayments, Devices and Platforms. We also cover the area of E-sports Enthusiasts and Fandoms Members. In spirit of looking beyond simple game genres, we categorize Games according to their Theme (e.g. Historical), which is definitely important aspects of user experience and purchase decisions. Since Mobile Gaming is a very important part of the Gaming Industry, we distinct special Mobile Gaming segments, which are analogous to the ordinary Gaming segments, with additional categorizations of the Telecommunication Network Providers.

    Our data base include millions of profiles divided into popular categories. You can choose which target groups you want to reach. Segments based on users' interests, purchase intentions or demography. Contact us to check all the possibilities: team@oan.pl

    How you can use our data?

    There are two main areas where you can use our data: • marketers - targeting online campaigns With our high-quality audience data, you can easily reach specific audiences across the world in programmatic campaigns. Show them personalized ads adjusted to their specific profiles. • ad tech companies - enriching 1st party data or using our raw data by your own data science team

    We are ready for a cookieless era. We already gather and provide non-cookie ID - for example Universal IDs, CTV IDs or Mobile IDs.

  9. Virtual Goods and Currencies Open Data Set

    • figshare.com
    zip
    Updated May 30, 2023
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    Vili Lehdonvirta; Eino Joas (2023). Virtual Goods and Currencies Open Data Set [Dataset]. http://doi.org/10.6084/m9.figshare.4231727.v1
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    zipAvailable download formats
    Dataset updated
    May 30, 2023
    Dataset provided by
    figshare
    Figsharehttp://figshare.com/
    Authors
    Vili Lehdonvirta; Eino Joas
    License

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

    Description

    Selling virtual goods and currencies to consumers has grown into a major revenue model in digital games and online services. The Virtual Goods and Currencies Data Set is a freely available data set that describes the prices and other attributes of 11,289 virtual goods and currencies. The data set is drawn from 59 game titles on mobile, social media, and PC platforms.

  10. f

    Motivation - Immersion Game Dataset

    • figshare.com
    pdf
    Updated Sep 8, 2025
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    Jan Skalka; Matúš Valko (2025). Motivation - Immersion Game Dataset [Dataset]. http://doi.org/10.6084/m9.figshare.30069718.v1
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    pdfAvailable download formats
    Dataset updated
    Sep 8, 2025
    Dataset provided by
    figshare
    Authors
    Jan Skalka; Matúš Valko
    License

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

    Description

    This dataset contains anonymized responses to the Bartle Test of Gamer Psychology and the Immersive Tendencies Questionnaire, together with demographics, self-reported gaming behaviour, and genre preferences. The data were collected via an online survey to support research on personalization and gamified learning in higher education and game-focused human–computer interaction.The questionnaire comprises three components:demographics and gameplay variables (age, gender; weekly gaming time overall and excluding mobile; preferred mode: single-player or multiplayer; binary-coded genre indicators and a most-loved genre);30-item forced-choice Bartle Test of Gamer Psychology (B1–B30), where each response is recorded as a single letter - A (Achiever), S (Socializer), E (Explorer), or K (Killer);the Immersive Tendencies Questionnaire (ITQ-18) with 18 Likert-type items (ITQ1–ITQ18) rated on a seven-point scale (1 = strongly disagree … 7 = strongly agree).The target population was university students and teachers in the IT field. All variables are structured (no open-ended text) and the report contains no missing values. Data were collected in accordance with ethical guidelines for research involving humans and the study received approval from the institution's ethics committee - the UKF Ethics Committee,The dataset is intended to serve as a reusable foundation for research in the fields of HCI, educational technology, and gaming, enabling comparative and exploratory analyses of the relationships between player motivation, immersive tendencies, and gaming behavior.

  11. f

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

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

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

    Description

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

  12. e

    Your visualisations are going places: Performance data for scientific...

    • b2find.eudat.eu
    Updated Apr 3, 2024
    + more versions
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    (2024). Your visualisations are going places: Performance data for scientific visualisation on gaming consoles - Dataset - B2FIND [Dataset]. https://b2find.eudat.eu/dataset/cd170512-14e5-54d3-b275-e2a47c1ed9c6
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    Dataset updated
    Apr 3, 2024
    Description

    The data set contains performance data (mainly frame times) for rendering spherical glyphs and scalar fields on Xbox Series consoles, mobile game consoles and a reference PC with different GPUs.

  13. o

    Mobile Advertisement Identification database / MAIDs / Audience data / 10B+...

    • data.oan.pl
    Updated Sep 18, 2024
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    OAN (2024). Mobile Advertisement Identification database / MAIDs / Audience data / 10B+ profiles / global [US, Euro5, EMEA, APAC, LATAM] [Dataset]. https://data.oan.pl/products/mobile-advertisement-identification-database-maids-audien-online-advertising-network
    Explore at:
    Dataset updated
    Sep 18, 2024
    Dataset authored and provided by
    OAN
    Area covered
    Bangladesh, Cyprus, Brazil, United States, Togo, Slovenia, Congo, Namibia, Syrian Arab Republic, Norfolk Island
    Description

    OAN 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

  14. d

    Data from: Stepping into the Wildeverse: Evaluating the impact of augmented...

    • datadryad.org
    • search.dataone.org
    • +1more
    zip
    Updated Oct 26, 2021
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    Matilda Dunn (2021). Stepping into the Wildeverse: Evaluating the impact of augmented reality mobile gaming on pro-conservation behaviours [Dataset]. http://doi.org/10.5061/dryad.5hqbzkh6n
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    zipAvailable download formats
    Dataset updated
    Oct 26, 2021
    Dataset provided by
    Dryad
    Authors
    Matilda Dunn
    Time period covered
    Oct 8, 2021
    Description

    Promoting pro-conservation behaviours has become a priority for conservation organisations worldwide. Yet, current engagement strategies still face a number of barriers to creating successful interventions at the scale needed to meet global sustainability challenges.

    Online and mobile games enjoy immense worldwide popularity, tapping into an audience not normally reached through conventional conservation outreach channels. Despite this potential to be a new, high impact and scalable platform for promoting pro-environmental behaviours, the opportunities within digital games for conservation have thus far been little explored and organisations have called for robust impact evaluations for this medium. Therefore, we investigated the effectiveness of the augmented reality game Wildeverse, which seeks to generate support for ape conservation and encourage pro-environmental behaviours.

    We conducted a randomised control trial to experimentally compare the impacts of this game against watchin...

  15. w

    Global Data Caching Market Research Report: By Application (Web...

    • wiseguyreports.com
    Updated Aug 21, 2025
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    (2025). Global Data Caching Market Research Report: By Application (Web Applications, Mobile Applications, Database Management, Gaming, Big Data Analytics), By Deployment Model (On-Premises, Cloud-Based, Hybrid), By Type (Memory Caching, Database Caching, Object Caching, Content Delivery Network Caching), By End Use (IT and Telecommunications, Retail, Healthcare, Banking and Financial Services, Media and Entertainment) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2035 [Dataset]. https://www.wiseguyreports.com/reports/data-caching-market
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    Dataset updated
    Aug 21, 2025
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Time period covered
    Aug 25, 2025
    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2023
    REGIONS COVEREDNorth America, Europe, APAC, South America, MEA
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 20249.35(USD Billion)
    MARKET SIZE 202510.4(USD Billion)
    MARKET SIZE 203530.0(USD Billion)
    SEGMENTS COVEREDApplication, Deployment Model, Type, End Use, Regional
    COUNTRIES COVEREDUS, 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 DYNAMICSincreasing data volume, demand for low latency, rise of cloud computing, growing e-commerce activities, need for real-time analytics
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDDatastax, 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 PERIOD2025 - 2035
    KEY MARKET OPPORTUNITIESReal-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)
  16. f

    Data sets of the study.

    • plos.figshare.com
    xls
    Updated May 31, 2023
    + more versions
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    Shouxi Zhu; Hongbin Gu (2023). Data sets of the study. [Dataset]. http://doi.org/10.1371/journal.pone.0283577.s001
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    xlsAvailable download formats
    Dataset updated
    May 31, 2023
    Dataset provided by
    PLOS ONE
    Authors
    Shouxi Zhu; Hongbin Gu
    License

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

    Description

    BackgroundThis study aimed to explore the adverse influences of mobile phone usage on pilots’ status, so as to improve flight safety.MethodsA questionnaire was designed, and a cluster random sampling method was adopted. Pilots of Shandong Airlines were investigated on the use of mobile phones. The data was analyzed by frequency statistics, linear regression and other statistical methods.ResultsA total of 340 questionnaires were distributed and 317 were returned, 315 of which were valid. The results showed that 239 pilots (75.87%) used mobile phones as the main means of entertainment in their leisure time. There was a significant negative correlation between age of pilots and playing mobile games (p

  17. e

    Interviews With Parents and Carers in Relation to Digital In-Game Spending...

    • b2find.eudat.eu
    Updated Mar 8, 2019
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    (2019). Interviews With Parents and Carers in Relation to Digital In-Game Spending and Games Designers Who Develop In-Game Spending Systems, 2022 - Dataset - B2FIND [Dataset]. https://b2find.eudat.eu/dataset/6a3a2cb4-eda3-50b6-b140-763d52b8b765
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    Dataset updated
    Mar 8, 2019
    Description

    The data comprises of in-depth interviews with two groups. The first is 20 parents and carers of children and young people who spend money in digital games and have purchased loot boxes (or similar). These interviews explored how parents view their child’s gaming and in-game purchases, how they understand paid reward systems in digital games, and what would help them navigate these systems with their children. The second group are 10 game designers who have experience of designing and developing digital games that contain paid reward systems. The focus here was to investigate how designers make decisions and how they understand the effects paid reward systems have on players. The aim of this data collection was to provide in- depth qualitative evidence of how children and young people engage with, understand, and experience paid reward systems in digital games (across console, mobile, and PC). Commonly called loot boxes, card packs, or spins, these digital items give randomised rewards of uncertain value in exchange for in-game currency purchased with real world money. Their success is largely predicated upon the use of techniques borrowed from regulated gambling to engage players and encourage repeated use of these mechanisms. The motivation for the study was therefore to collect data to investigate the link between paid reward systems in digital games and their relationship to techniques drawn from regulated gambling. These interviews were supplements to video ethnography with 42 families in the North East of England that were conducted in the family home to understand children and young people's practices and activities involving paid reward systems. These files are not uploaded to ReShare due to ethical considerations of recorded footage of children and young people in homes, as per our institutional ethical approval.Gambling style systems in digital games, such as loot boxes, cards, micro-transactions and forms of currency used to purchase game specific content have become widely adopted in a range of digital games. These models of revenue generation can take many forms, from free to play smart phone games that encourage the purchase of additional digital content, to full price videogame console releases that utilise chance based cards or 'loot' paid for with real currency. These systems are highly profitable, with publishers such as Activision earning over $4 billion from this aspect of their games in 2017 alone (Makuch 2018). But, their success is predicated upon the use of techniques and mechanics borrowed from machine gambling to encourage repeated use of these systems. While gambling is a highly regulated activity in the UK that is restricted to adults over the age of 18, many of these games are actively marketed and sold to children and young people under 18. This is problematic and the Gambling Commission (2017) has recently pointed out that 25,000 children between 11 and 16 are problem gamblers, 'with many introduced to betting via computer games and social media'. These systems thus raise important questions about their design and regulation, especially if they act as a gateway to other forms of gambling such as online casinos or fixed odds betting terminals. Despite the widespread nature of gambling style systems in digital games, no academic work has explicitly: 1. Investigated how children and young people use these systems in their everyday lives and whether they create any problems or issues for these groups. 2. Investigated how parents and guardians understand and regulate their children's use of these systems. To investigate these issues and fill this gap in knowledge the project researches three groups. 1. Digital reward system designers. Through interviews with 10 digital interface designers the project will identify the key mechanics and systems utilised in the games they have worked on and the aims of this design. 2. Children and young people who use gambling style systems in digital games. Through 100 hours of video ethnography across 40 families (equalling approximately 2.5 hours of footage per family), the project will investigate how children and young people use gambling style systems in digital games. In addition, 20 semi-structured interviews with children and young people will be conducted to understand how they use gambling style systems outside of the home, for example on mobile devices. 3. Parents of children and young people who use these systems. 20 interviews with parents will investigate how they understand these systems and whether they regulate their use of these systems and what form this regulation might take. Through research with these groups, the project develops a theoretical model of gambling style systems in digital games that investigates whether the success of their underlying mechanics is fundamentally linked to the space-times where they are used. It then examines how children and young people use these systems in practice and how they make sense of them. Utilising this body of evidence, the study will then offer recommendations as to whether these systems should be regulated and what form this regulation could take. The data comprises of qualitative semi-structured interviews with two groups. The first is parents and guardians of children and young people in the North East of England who have used loot boxes and bought in-game content in digital games and apps. Discussions focus on how and when children and young people spend money, and how parents and guardians understand and manage spending. The second group is games designers who create loot boxes and in-game spending systems in a range of games and apps. Here, discussion focuses on the techniques of design in relation to encouraging children and young people to spend money and how effective these techniques are. Sampling procedures involved snowball sampling.

  18. E

    Minecraft Statistics – By Country, Demographic, Popularity and Traffic...

    • enterpriseappstoday.com
    Updated Apr 10, 2023
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    EnterpriseAppsToday (2023). Minecraft Statistics – By Country, Demographic, Popularity and Traffic Source [Dataset]. https://www.enterpriseappstoday.com/stats/minecraft-statistics.html
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    Dataset updated
    Apr 10, 2023
    Dataset authored and provided by
    EnterpriseAppsToday
    License

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

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Minecraft Statistics: The reports say that the gaming industry is expected to reach $431.87 billion by the year 2030. Since technological developments, not only there are laptops and PCs which are gaming-oriented but mobile devices have become compatible with many advanced games today. The recent release of the Harry Potter game ‘ Hogwarts Legacy is already doing its magic on the muggle world. These Minecraft Statistics include insights from various aspects that provide light on why Minecraft is one of the best games today. Editor’s Choice In Minecraft, 24 hours of the game is 20 minutes in real life. As of January 2023, the recorded number of players is 173.5 million. On average, 110,000 concurrent viewers are found on Twitch. Revenue generated from mobile downloads excluding in-game transactions counts for up to 41% of total Minecraft revenue. The Chinese edition of Minecraft has been downloaded more than 400 million times. To heal the players’ health healing potions have been used more than 1.1 billion times. Before launching Minecraft, the game was almost named a ‘Cave Game’. The game sometimes misspells its name by changing the order of words ‘C’ and ‘E’ with ‘Minecraft’. During the initial years of the pandemic, the database of total players increased by more than 14 million. The average age of a player is 24 years.

  19. Raw Chess Games (PGN)

    • kaggle.com
    Updated Jan 11, 2021
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    Evan Zhang (2021). Raw Chess Games (PGN) [Dataset]. https://www.kaggle.com/ironicninja/raw-chess-games-pgn/tasks
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    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Jan 11, 2021
    Dataset provided by
    Kaggle
    Authors
    Evan Zhang
    License

    https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/

    Description

    Content

    This is a dataset of raw chess games that were used with PGN Notation. There is an updated dataset which eliminates the games that have an evaluation bar and the empty games.

    For Part 2 with visualizations: https://www.kaggle.com/ironicninja/visualizing-chess-game-length-and-piece-movement

  20. Chess Database

    • figshare.com
    • datasetcatalog.nlm.nih.gov
    zip
    Updated May 31, 2023
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    Ana Schaigorodsky (2023). Chess Database [Dataset]. http://doi.org/10.6084/m9.figshare.4276523.v1
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    zipAvailable download formats
    Dataset updated
    May 31, 2023
    Dataset provided by
    Figsharehttp://figshare.com/
    Authors
    Ana Schaigorodsky
    License

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

    Description

    The file all.pgn.zip contains the raw data, 3.5 million chess games in PGN (portable game notation) format, played from 1783 to 2009. The file all_with_filtered_anotations.zip contains 1.4 million games resulting of the filtering of the raw data, games with corrupt or missing data, in txt format. The filtered data was used for the data analysis in the paper 'A study of memory effects in a chess database' (PLoS One). For further information check the references below.

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Matt OP (2022). Highest Grossing Mobile Games [Dataset]. https://www.kaggle.com/datasets/mattop/highest-grossing-mobile-games
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Highest Grossing Mobile Games

List of mobile games that have generated at least $100 million in gross income

Explore at:
41 scholarly articles cite this dataset (View in Google Scholar)
CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
Dataset updated
Dec 19, 2022
Dataset provided by
Kaggle
Authors
Matt OP
License

https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/

Description

This is a dataset of mobile video games that have generated at least $100 million in gross revenue. Among them, there are more than 30 mobile games that have grossed more than $1 billion. The video game company with the highest number of titles on the list is Tencent, which publishes and/or owns 12 games on the list, including three in the top ten.

Tabular data includes:

  • Game
  • Revenue
  • Initial release
  • Publisher(s)
  • Genre(s)
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