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

    • statista.com
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    Statista, 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 authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2017 - Apr 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 three percent year-over-year decrease. 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.

  2. 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
    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.

  3. D

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

    • darus.uni-stuttgart.de
    Updated Mar 1, 2024
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    Michael Becher; Christoph Müller; Guido Reina; Daniel Weiskopf; Thomas Ertl (2024). Your visualisations are going places: Performance data for scientific visualisation on gaming consoles [Dataset]. http://doi.org/10.18419/DARUS-4003
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    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Mar 1, 2024
    Dataset provided by
    DaRUS
    Authors
    Michael Becher; Christoph Müller; Guido Reina; Daniel Weiskopf; Thomas Ertl
    License

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

    Dataset funded by
    DFG
    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.

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

Explore at:
Dataset authored and provided by
Statistahttp://statista.com/
Time period covered
Jan 2017 - Apr 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 three percent year-over-year decrease. Generally speaking, the video game industry has its most important months in November and December, as video game software and hardware make very popular Christmas gifts. In December 2024, total U.S. video game sales surpassed **** billion U.S. dollars. Birth of the video game industry Although the largest regional market in terms of sales, as well as number of gamers, is Asia Pacific, the United States is also an important player within the global video games industry. In fact, many consider the United States as the birthplace of gaming as we know it today, fueled by the arcade game fever in the ’60s and the introduction of the first personal computers and home gaming consoles in the ‘70s. Furthermore, the children of those eras are the game developers and game players of today, the ones who have driven the movement for better software solutions, better graphics, better sound and more advanced interaction not only for video games, but also for computers and communication technologies of today. An ever-changing market However, the video game industry in the United States is not only growing, it is also changing in many ways. Due to increased internet accessibility and development of technologies, more and more players are switching from single-player console or PC video games towards multiplayer games, as well as social networking games and last, but not least, mobile games, which are gaining tremendous popularity around the world. This can be evidenced in the fact that mobile games accounted for ** percent of the revenue of the games market worldwide, ahead of both console games and downloaded or boxed PC games.

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