96 datasets found
  1. e

    Research Data for How Mobile Games Create a Sense of Accomplishment in...

    • research-9bx2a03.lolm.eu.org
    • scholar-14cz1.lolm.eu.org
    • +1more
    csv, json
    Updated Jul 15, 2025
    + more versions
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    Dr. Frank James (2025). Research Data for How Mobile Games Create a Sense of Accomplishment in Players [Dataset]. http://doi.org/10.1069/9bx2a0312341603430126-data
    Explore at:
    json, csvAvailable download formats
    Dataset updated
    Jul 15, 2025
    Authors
    Dr. Frank James
    Variables measured
    Variable A, Variable B, Variable C, Correlation Index, Statistical Significance
    Description

    Complete dataset used in the research study on How Mobile Games Create a Sense of Accomplishment in Players by Dr. Frank James

  2. e

    Research Data for Mobile Games as Marketing Tools: How Brands Leverage...

    • research-9bx2a03.lolm.eu.org
    csv, json
    Updated Jul 14, 2025
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    Dr. Mark Wright (2025). Research Data for Mobile Games as Marketing Tools: How Brands Leverage Gaming to Reach Consumers [Dataset]. http://doi.org/10.1069/9bx2a03122229-data
    Explore at:
    json, csvAvailable download formats
    Dataset updated
    Jul 14, 2025
    Authors
    Dr. Mark Wright
    Variables measured
    Variable A, Variable B, Variable C, Correlation Index, Statistical Significance
    Description

    Complete dataset used in the research study on Mobile Games as Marketing Tools: How Brands Leverage Gaming to Reach Consumers by Dr. Mark Wright

  3. d

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

    • datadryad.org
    • search.dataone.org
    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
    Explore at:
    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...

  4. Leading Android gaming apps worldwide 2025, by downloads

    • statista.com
    • ai-chatbox.pro
    Updated Jul 3, 2025
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    Statista (2025). Leading Android gaming apps worldwide 2025, by downloads [Dataset]. https://www.statista.com/statistics/688372/leading-mobile-games-google-play-worldwide-downloads/
    Explore at:
    Dataset updated
    Jul 3, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jun 2025
    Area covered
    Worldwide
    Description

    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.

  5. 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
    Explore at:
    zipAvailable download formats
    Dataset updated
    May 30, 2023
    Dataset provided by
    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.

  6. 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
    Aruba, Sweden, Bulgaria, Luxembourg, American Samoa, Belarus, Finland, Northern Mariana Islands, Anguilla, 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.

  7. 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.

  8. Pokemon Go

    • kaggle.com
    Updated Aug 5, 2024
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    Shreya Sur965 (2024). Pokemon Go [Dataset]. https://www.kaggle.com/datasets/shreyasur965/pokemon-go
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Aug 5, 2024
    Dataset provided by
    Kagglehttp://kaggle.com/
    Authors
    Shreya Sur965
    License

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

    Description

    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:

    • Comprehensive coverage of 1007 Pokémon
    • 24 attributes for each Pokémon, including battle stats, type, and rarity
    • Information on acquisition methods (wild, egg, raid, etc.)
    • Move set details for both fast and charged moves
    • Game mechanics data such as capture and flee rates

    This dataset is ideal for:

    • Analyzing Pokémon strengths and weaknesses
    • Developing machine learning models for Pokémon classification or prediction
    • Studying game balance and design in Pokémon GO
    • Creating tools for players to optimize their gameplay strategies

    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.

  9. e

    Research Data for The Future of Mobile Gaming: Trends and Innovations

    • scholar-3h97c.lolm.eu.org
    csv, json
    Updated Jul 18, 2025
    + more versions
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    Dr. William Rodriguez (2025). Research Data for The Future of Mobile Gaming: Trends and Innovations [Dataset]. http://doi.org/10.1069/83v2h171632151128-data
    Explore at:
    json, csvAvailable download formats
    Dataset updated
    Jul 18, 2025
    Authors
    Dr. William Rodriguez
    Variables measured
    Variable A, Variable B, Variable C, Correlation Index, Statistical Significance
    Description

    Complete dataset used in the research study on The Future of Mobile Gaming: Trends and Innovations by Dr. William Rodriguez

  10. e

    Research Data for How Mobile Games Can Promote Inclusivity for Neurodiverse...

    • research-6h2g1.lolm.eu.org
    csv, json
    Updated Jul 17, 2025
    + more versions
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    Dr. Patrick Russell (2025). Research Data for How Mobile Games Can Promote Inclusivity for Neurodiverse Players [Dataset]. http://doi.org/10.1069/va319780135-data
    Explore at:
    json, csvAvailable download formats
    Dataset updated
    Jul 17, 2025
    Authors
    Dr. Patrick Russell
    Variables measured
    Variable A, Variable B, Variable C, Correlation Index, Statistical Significance
    Description

    Complete dataset used in the research study on How Mobile Games Can Promote Inclusivity for Neurodiverse Players by Dr. Patrick Russell

  11. e

    Research Data for How Mobile Games Foster Creativity in Players

    • research-9bx2a03.lolm.eu.org
    • lolm.eu.org
    csv, json
    Updated Jul 15, 2025
    + more versions
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    Dr. Larry Sanders (2025). Research Data for How Mobile Games Foster Creativity in Players [Dataset]. http://doi.org/10.1069/9bx2a03124813-data
    Explore at:
    json, csvAvailable download formats
    Dataset updated
    Jul 15, 2025
    Authors
    Dr. Larry Sanders
    Variables measured
    Variable A, Variable B, Variable C, Correlation Index, Statistical Significance
    Description

    Complete dataset used in the research study on How Mobile Games Foster Creativity in Players by Dr. Larry Sanders

  12. Pokemon TCG Pocket Dataset

    • kaggle.com
    Updated Jun 26, 2025
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    JoaoCoelho03 (2025). Pokemon TCG Pocket Dataset [Dataset]. https://www.kaggle.com/datasets/joaocoelho03/pocket-tcg-dataset
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Jun 26, 2025
    Dataset provided by
    Kaggle
    Authors
    JoaoCoelho03
    License

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

    Description

    Pokémon TCG Pocket Card Dataset

    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.

    Dataset Contents

    • 8+ Complete Sets: All major card sets including latest expansions
    • 1000+ Cards: Every card with detailed metadata and classifications
    • Clean Format: CSV format optimized for analysis, machine learning, and research

    Key Features

    🃏 Complete Card Data

    • Card names and numbers with proper formatting
    • Complete set and pack organization structure
    • Release dates for all sets and expansions
    • Total card counts per set for completion tracking

    💎 Rarity Classifications

    • 7+ Rarity Types including:
      • Common, Uncommon, Rare
      • Ultra Rare, Secret Rare, Special Art Rare
      • Crown Rare and other premium classifications
    • Includes shiny and special variant cards
    • Standardized rarity naming conventions

    Use Cases

    📊 Data Analysis & Research

    • Card rarity distribution analysis across sets
    • Set completion and collection tracking

    🤖 Machine Learning & AI

    • Card classification models
    • Recommendation systems for collectors
    • Rarity prediction algorithms
    • Collection optimization models

    📈 Visualization & Dashboards

    • Interactive card browsers
    • Collection progress tracking
    • Rarity distribution charts
    • Set release timeline visualizations

    Data Quality

    • Manually Verified: All card information cross-checked for accuracy
    • Standardized Format: Consistent naming and classification across all entries
    • Complete Coverage: All available cards from the mobile game
    • Clean Structure: Optimized for both human readability and machine processing

    Technical Specifications

    📋 File Format

    • Format: CSV (Comma Separated Values)
    • Encoding: UTF-8 with full international character support
    • Delimiter: Comma (,)
    • Headers: Included in first row

    🗂️ Column Structure (9 columns)

    ColumnDescriptionExample
    set_nameFull name of the card set"Eevee Grove"
    set_codeOfficial set identifier"a3b"
    set_release_dateSet release date"June 26, 2025"
    set_total_cardsTotal cards in the set107
    pack_nameName of the specific pack"Eevee Grove"
    card_nameFull card name"Leafeon"
    card_numberCard number within set"2"
    card_rarityRarity classification"Rare"
    card_typeCard type category"Pokémon"

    If you find this dataset useful, consider giving it an upvote — it really helps others discover it too! 🔼😊

    Happy analyzing! 🎯📊

  13. e

    Research Data for Mobile Games and Sustainability: How Green Initiatives Can...

    • research-9bx2a03.lolm.eu.org
    csv, json
    Updated Jul 15, 2025
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    Dr. Kimberly Gonzalez (2025). Research Data for Mobile Games and Sustainability: How Green Initiatives Can Be Promoted Through Play [Dataset]. http://doi.org/10.1069/9bx2a0312121334320909414438211021-data
    Explore at:
    csv, jsonAvailable download formats
    Dataset updated
    Jul 15, 2025
    Authors
    Dr. Kimberly Gonzalez
    Variables measured
    Variable A, Variable B, Variable C, Correlation Index, Statistical Significance
    Description

    Complete dataset used in the research study on Mobile Games and Sustainability: How Green Initiatives Can Be Promoted Through Play by Dr. Kimberly Gonzalez

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

    • statista.com
    Updated Jul 10, 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/
    Explore at:
    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2017 - May 2025
    Area covered
    United States
    Description

    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.

  15. ✅ Gameloft 🎡 Android Games Data + Reviews ▶ 2022

    • kaggle.com
    Updated May 18, 2022
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    Azmine Toushik Wasi (2022). ✅ Gameloft 🎡 Android Games Data + Reviews ▶ 2022 [Dataset]. https://www.kaggle.com/datasets/azminetoushikwasi/gameloft-android-games-collection-2022
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    May 18, 2022
    Dataset provided by
    Kagglehttp://kaggle.com/
    Authors
    Azmine Toushik Wasi
    License

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

    Description

    Context

    This dataset contains all the stats of all android games of Gameloft.

    About Gameloft

    Gameloft SE is a French video game publisher based in Paris, founded in December 1999 by Ubisoft co-founder Michel Guillemot. The company operates 18 development studios worldwide, and publishes games with a special focus on the mobile games market.

    https://www.seekpng.com/png/detail/209-2095647_gameloft-announces-the-release-of-two-of-its.png" alt="gameloft">

    Founder: Michael Guillemot Founded: December 14, 1999 Headquarters: Paris, France CEO: Stéphane Roussel (Jun 29, 2016–) Subsidiaries: Gameloft Argentina S.A., Ludigames Sas, MORE Parent organization: Vivendi

    Content

    • This dataset contains all info about all 40 games developed by Gameloft SE, till May 2022.

    Featured Notebook

    • None

    Related Dataset

    Download

    • kaggle API Command !kaggle datasets download -d azminetoushikwasi/gameloft-android-games-collection-2022

    Disclaimer

    • The data collected are all publicly available and it's intended for educational purposes only.

    Acknowledgement

    • Cover image taken from internet.

    Appreciate, Support, Share

  16. e

    Research Data for The Relationship Between Mobile Games and Screen Time in...

    • research-9bx2a03.lolm.eu.org
    csv, json
    Updated Jul 17, 2025
    + more versions
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    Dr. Elizabeth Martinez (2025). Research Data for The Relationship Between Mobile Games and Screen Time in Adolescents [Dataset]. http://doi.org/10.1069/9bx2a0312333230452818443606-data
    Explore at:
    csv, jsonAvailable download formats
    Dataset updated
    Jul 17, 2025
    Authors
    Dr. Elizabeth Martinez
    Variables measured
    Variable A, Variable B, Variable C, Correlation Index, Statistical Significance
    Description

    Complete dataset used in the research study on The Relationship Between Mobile Games and Screen Time in Adolescents by Dr. Elizabeth Martinez

  17. e

    Research Data for Exploring How Mobile Games Can Serve as Virtual Therapists...

    • scholar-3h97c.lolm.eu.org
    csv, json
    Updated Jul 18, 2025
    + more versions
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    Dr. Nancy Lewis (2025). Research Data for Exploring How Mobile Games Can Serve as Virtual Therapists [Dataset]. http://doi.org/10.1069/83v2h171423-data
    Explore at:
    csv, jsonAvailable download formats
    Dataset updated
    Jul 18, 2025
    Authors
    Dr. Nancy Lewis
    Variables measured
    Variable A, Variable B, Variable C, Correlation Index, Statistical Significance
    Description

    Complete dataset used in the research study on Exploring How Mobile Games Can Serve as Virtual Therapists by Dr. Nancy Lewis

  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
    Explore at:
    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. f

    Data accompanying the research on Emotional user engagement of a food...

    • figshare.com
    zip
    Updated Jan 15, 2021
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    K. A. (Kadian) Davis-Owusu; Natalia Romero Herrera; S. (Sonja) van Oers; M. (Marian) de van der Schueren; T. (Tippi) de Bruin; S. (Sophie) van Houdt (2021). Data accompanying the research on Emotional user engagement of a food reporting game-based mobile app [Dataset]. http://doi.org/10.4121/uuid:14d21609-8f4b-4321-b766-7cac0a4c2304
    Explore at:
    zipAvailable download formats
    Dataset updated
    Jan 15, 2021
    Dataset provided by
    4TU.ResearchData
    Authors
    K. A. (Kadian) Davis-Owusu; Natalia Romero Herrera; S. (Sonja) van Oers; M. (Marian) de van der Schueren; T. (Tippi) de Bruin; S. (Sophie) van Houdt
    License

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

    Description

    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.

  20. m

    Capitalonline Data Service Co Ltd - Interest-Expense

    • macro-rankings.com
    csv, excel
    Updated Jul 25, 2025
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    macro-rankings (2025). Capitalonline Data Service Co Ltd - Interest-Expense [Dataset]. https://www.macro-rankings.com/markets/stocks/300846-she/income-statement/interest-expense
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    csv, excelAvailable download formats
    Dataset updated
    Jul 25, 2025
    Dataset authored and provided by
    macro-rankings
    License

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

    Area covered
    china
    Description

    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.

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Click to copy link
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Close
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Dr. Frank James (2025). Research Data for How Mobile Games Create a Sense of Accomplishment in Players [Dataset]. http://doi.org/10.1069/9bx2a0312341603430126-data

Research Data for How Mobile Games Create a Sense of Accomplishment in Players

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json, csvAvailable download formats
Dataset updated
Jul 15, 2025
Authors
Dr. Frank James
Variables measured
Variable A, Variable B, Variable C, Correlation Index, Statistical Significance
Description

Complete dataset used in the research study on How Mobile Games Create a Sense of Accomplishment in Players by Dr. Frank James

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