Complete dataset used in the research study on How Mobile Games Create a Sense of Accomplishment in Players by Dr. Frank James
Complete dataset used in the research study on Mobile Games as Marketing Tools: How Brands Leverage Gaming to Reach Consumers by Dr. Mark Wright
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...
In June 2025, Roblox was the most-downloaded gaming app in the Google Play Store worldwide. The creative gaming platform generated more than 21.28 million downloads from Android users. Block Blast! was the second-most popular gaming app title with approximately 19.9 million downloads from global users.
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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.
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.
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.
Attribution-ShareAlike 4.0 (CC BY-SA 4.0)https://creativecommons.org/licenses/by-sa/4.0/
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This dataset provides detailed information on 1007 Pokémon from the popular mobile game Pokémon GO. It includes a wide range of attributes such as base stats, move sets, rarity, and acquisition methods. The data was collected using the RapidAPI Pokémon GO API, offering researchers and data enthusiasts a rich resource for analysis, machine learning projects, and game strategy development.
Key features of this dataset include:
This dataset is ideal for:
Whether you're a data scientist, game developer, or Pokémon enthusiast, this dataset offers a wealth of information to explore and analyze the world of Pokémon GO.
Complete dataset used in the research study on The Future of Mobile Gaming: Trends and Innovations by Dr. William Rodriguez
Complete dataset used in the research study on How Mobile Games Can Promote Inclusivity for Neurodiverse Players by Dr. Patrick Russell
Complete dataset used in the research study on How Mobile Games Foster Creativity in Players by Dr. Larry Sanders
https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/
This dataset contains detailed information about all cards available in the Pokémon Trading Card Game Pocket mobile app. The data has been carefully curated and cleaned to provide Pokémon enthusiasts and developers with accurate and comprehensive card information.
,
)Column | Description | Example |
---|---|---|
set_name | Full name of the card set | "Eevee Grove" |
set_code | Official set identifier | "a3b" |
set_release_date | Set release date | "June 26, 2025" |
set_total_cards | Total cards in the set | 107 |
pack_name | Name of the specific pack | "Eevee Grove" |
card_name | Full card name | "Leafeon" |
card_number | Card number within set | "2" |
card_rarity | Rarity classification | "Rare" |
card_type | Card type category | "Pokémon" |
If you find this dataset useful, consider giving it an upvote — it really helps others discover it too! 🔼😊
Happy analyzing! 🎯📊
Complete dataset used in the research study on Mobile Games and Sustainability: How Green Initiatives Can Be Promoted Through Play by Dr. Kimberly Gonzalez
In April 2025, total video games sales in the United States amounted to **** billion U.S. dollars, representing a one 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.
Attribution-NonCommercial 4.0 (CC BY-NC 4.0)https://creativecommons.org/licenses/by-nc/4.0/
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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: Stéphane Roussel (Jun 29, 2016–) Subsidiaries: Gameloft Argentina S.A., Ludigames Sas, MORE Parent organization: Vivendi
!kaggle datasets download -d azminetoushikwasi/gameloft-android-games-collection-2022
Complete dataset used in the research study on The Relationship Between Mobile Games and Screen Time in Adolescents by Dr. Elizabeth Martinez
Complete dataset used in the research study on Exploring How Mobile Games Can Serve as Virtual Therapists by Dr. Nancy Lewis
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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.
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The study aimed to investigate the long term impact of experiences in user engagement of a food reporting mobile game app. The study recruited 10 participants, with 8 being able to complete the study. The period consider at least 6 weeks of continuous use of the DigestInn application. A one year licence of the DigestInn mobile app was given for free to each participant. A mixed dataset was collected:
Daily mood reporting: Experience Sampling Method [1] was used to sample daily participants' mood towards their experience using the application. Whatsapp [2] and the visual Pick-A-Mood tool [3] were used to prompt participants daily.
Weekly user engagement reporting: a user engagement scale was used and adjusted for this purpose [4]. The survey was implemented in TypeForm [5]. The prompt/reminder was done through whatsapp via a visual summary of the mood reporting, based on Daily reconstruction method [6]
6 weeks interviews: individual interviews were conducted in person and via Skype. Focus group were conducted in the establishment of Arhnem-Nijmegen Applied Science University. In all cases visual prompts of food and mood reports were presented as probes [6]
Raw data was processed for analysis.
Coded transcripts: two students assistant and a code manager processed the transcripts using the software Atlas.ti [7] version 8.4.4. A coding scheme was initially developed, code manager trained the student assistant till a higher than .9 interrelated coder was achieved [8]
Parsed json files: a json file containing the complete dataset of the complete study period was parsed to extract each participants food reports during. First the file was split in 8 files (one for each participant). A python program and a bash script were developed in Mac OSX to parse the json files into .csv files. In excel, .csv files were parsed by means of two Visual Basic macros to obtain a tabular view of the food reports per participant.
[1] Larson, R., & Csikszentmihalyi, M. (2014). The experience sampling method. In Flow and the foundations of positive psychology (pp. 21-34). Springer, Dordrecht. [2] https://www.whatsapp.com [3] Desmet, P., Vastenburg, M., and Romero, N. (2016) Mood measurement with Pick-A-Mood: review of current methods and design of a pictorial self-report scale. Journal Design Research, 14 (3), pp. 241-279 [4] O’Brien, H. L., Cairns, P., & Hall, M. (2018). A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form. International Journal of Human-Computer Studies, 112, 28-39 [5] https://www.typeform.com/ [6] Kahneman, D., Krueger, A. B., Schkade, D. A., Schwarz, N., & Stone, A. A. (2004). A survey method for characterizing daily life experience: The day reconstruction method. Science, 306(5702), 1776-1780. [7] Atlas.ti [8] Miles, M. B., & Huberman, A. M. (1994). Qualitative data analysis: An expanded sourcebook. sage.
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Interest-Expense Time Series for Capitalonline Data Service Co Ltd. Capitalonline Data Service Co., Ltd. provides cloud hosts and related services in China, the Americas, Europe, and the Asia Pacific. It offers cloud computing, artificial intelligence, and other products and services. The company also provides cloud and network integrated products, including elastic computing, global network, IDC services, data processing, and security, as well as storage, AWS cloud, database, safety, and big data and enterprise applications. In addition, it offers solutions, such as cloud connectivity, gaming, migration, and XR; e-commerce; mobile apps; online video; real estate; MaaS; digital twin; online education; CDS intelligent dispatch management platform; online games; and internet finance. The company provides its services to digital twins, artificial intelligence, industrial Internet, Internet of Vehicles, big data, education, finance, video, e-commerce, games, medical care, government, and other industries. The company was founded in 2005 and is headquartered in Beijing, China.
Complete dataset used in the research study on How Mobile Games Create a Sense of Accomplishment in Players by Dr. Frank James