100+ datasets found
  1. Penetration rate of online games in Hong Kong 2025, by age group

    • statista.com
    Updated Jun 30, 2025
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    Statista (2025). Penetration rate of online games in Hong Kong 2025, by age group [Dataset]. https://www.statista.com/statistics/1118511/hong-kong-penetration-rate-of-online-games-by-age-group/
    Explore at:
    Dataset updated
    Jun 30, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 19, 2025 - Jan 31, 2025
    Area covered
    Hong Kong
    Description

    According to a survey on online gaming conducted by Rakuten Insight in January 2025, about ** percent of the respondents from Hong Kong aged between 16 to 24 years stated that they had played online games. The same survey found that about ** percent of gamers from Hong Kong played online games every day.

  2. Online Gaming Market Analysis APAC, North America, Europe, South America,...

    • technavio.com
    Updated Jan 15, 2025
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    Technavio (2025). Online Gaming Market Analysis APAC, North America, Europe, South America, Middle East and Africa - US, China, Canada, Germany, Japan, UK, France, South Korea, India, Italy - Size and Forecast 2025-2029 [Dataset]. https://www.technavio.com/report/online-gaming-market-industry-analysis
    Explore at:
    Dataset updated
    Jan 15, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Japan, Canada, United States, United Kingdom, Global
    Description

    Snapshot img

    Online Gaming Market Size 2025-2029

    The online gaming market size is forecast to increase by USD 120.2 million, at a CAGR of 18.8% between 2024 and 2029.

    The market is experiencing significant growth, driven by the increasing popularity of e-sports and the widespread adoption of the free-to-play business model. The rise of e-sports has transformed gaming from a solitary pastime into a social and competitive experience, attracting millions of viewers and participants worldwide. The free-to-play model, which allows users to access games without upfront costs, has made online gaming more accessible than ever before, expanding the market's reach and increasing engagement. However, the market also faces challenges, primarily due to the high infrastructural requirements for supporting the massive user base and complex games.
    Ensuring seamless gameplay, low latency, and uninterrupted connectivity necessitates substantial investments in server capacity, network infrastructure, and data centers. Companies must navigate these challenges to provide an optimal gaming experience and retain their user base, making strategic partnerships, technological innovations, and operational efficiency crucial for success.
    

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

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

    The market continues to evolve, with dynamic market dynamics shaping its various sectors. User experience is paramount, with graphics settings and user interface optimized for seamless gameplay. Game engines, such as Unreal, drive innovation in game design, offering advanced features for esports tournaments and virtual reality gaming. Community management and player engagement are crucial, with cloud gaming and esports players relying on reliable network connections and low latency. Data security and cloud computing are essential for game accessibility and player data protection. Esports teams and leagues leverage game analytics and player behavior analysis for game optimization and performance improvement.

    Influencer marketing and social media marketing are integral to game marketing strategies, while game design elements like game mechanics, level design, and character design require continuous refinement for player retention. Game content remains king, with game development teams striving for game balance and game server infrastructure ensuring optimal frame rates. Accessibility features cater to diverse player needs, while augmented reality and battle royale games push the boundaries of the immersive gaming experience. Competitive gaming and account security are top priorities, with game analytics and player data essential for maintaining fair play and ensuring player privacy. The market's continuous evolution underscores its adaptability and resilience, with ongoing advancements in technology and player preferences shaping its future.

    How is this Online Gaming Industry segmented?

    The online gaming industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.

    Platform
    
      PC
      Console
      Mobile
    
    
    Type
    
      Action
      Adventure
      Puzzle
      Arcade
      Others
    
    
    Geography
    
      North America
    
        US
        Canada
    
    
      Europe
    
        France
        Germany
        Italy
        UK
    
    
      APAC
    
        China
        India
        Japan
        South Korea
    
    
      Rest of World (ROW)
    

    .

    By Platform Insights

    The pc segment is estimated to witness significant growth during the forecast period.

    The market encompasses various entities that shape its dynamics and trends. The subscription model allows gamers unlimited access to a vast library of games, fostering a dedicated user base. User experience is paramount, with graphics settings and user interface customization enhancing immersion. Game engines like Unreal power visually stunning experiences, while influencer marketing fuels community engagement. Network latency and game optimization ensure seamless gameplay, and in-game economies offer unique virtual goods and services. Cloud computing, game streaming, and virtual reality expand accessibility, while game design elements, such as frame rate, game balance, and character design, captivate players. Data security safeguards sensitive user information, and game analytics provide valuable insights into player behavior.

    Esports tournaments, leagues, and teams foster competitive gaming, and social media marketing amplifies game exposure. Game development, optimization, and performance are crucial for maintaining player retention. Accessibility features cater to diverse user needs, and game content caters to various genres and preferences. Game marketing strategies, including level

  3. Leading genres for online gaming Indonesia 2025

    • statista.com
    Updated Apr 28, 2025
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    Statista (2025). Leading genres for online gaming Indonesia 2025 [Dataset]. https://www.statista.com/statistics/1116317/indonesia-leading-online-gaming-genres/
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    Dataset updated
    Apr 28, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 19, 2025 - Jan 31, 2025
    Area covered
    Indonesia
    Description

    In a survey of online gaming by Rakuten Insight in January 2025, 28 percent of Indonesian respondents stated that they played role-playing games, including massive multiplayer role-playing games. The same survey found that a large portion of Indonesian gamers played online games daily.

  4. Popularity of online games Indonesia 2025, by payment structure

    • statista.com
    Updated Jul 10, 2025
    + more versions
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    Statista (2025). Popularity of online games Indonesia 2025, by payment structure [Dataset]. https://www.statista.com/statistics/1116568/indonesia-online-games-popularity-by-payment-structure/
    Explore at:
    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 19, 2025 - Jan 31, 2025
    Area covered
    Indonesia
    Description

    In a survey of online gaming by Rakuten Insight in January 2025, ** percent of Indonesian respondents stated that they usually played free-to-play online games. The same survey found that a large portion of Indonesian gamers played online games daily.

  5. d

    Selected Online Casino Gaming Data

    • catalog.data.gov
    • data.ct.gov
    Updated Jun 21, 2025
    + more versions
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    data.ct.gov (2025). Selected Online Casino Gaming Data [Dataset]. https://catalog.data.gov/dataset/selected-online-casino-gaming-data
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    Dataset updated
    Jun 21, 2025
    Dataset provided by
    data.ct.gov
    Description

    Notes: (1) Monthly payments are due to the State by the 15th of the following month. (2) The operation of the online casino gaming began on October 12, 2021. (3) This amount shall only include coupons and credits issued for use for gaming in the state and redeemed in the State of Connecticut. (4) Per Public Act 21-23, from October 2021 – September 2022 the promotional deduction is limited to the lesser of 25% of online casino gaming Win/Loss, or actual promotional coupons or credits wagered. From October 2022 – September 2023 this limit drops to 20%, and to 15% thereafter. (5) Payment rate is 18% of Gross Gaming Revenue until September 2026; 20% for all subsequent periods. Monthly payment is the greater of the calculated payment or $0 (if calculated payment is negative). (6) MPTN began on-reservation online casino gaming on December 7, 2021, the Mohegan Tribe began on-reservation online casino gaming on May 6, 2022. (7) In July 2024, Mohegan Digital, LLC's online gaming operator identified and reported data latency issues that caused errors in the May 2024 payment calculations submitted to the State of Connecticut. Mohegan Digital, LLC amended their May 2024 return, which resulted in a decrease of $679 in both Wagers and Win/(loss) and a decrease of $104 in Payment. Amended figures are shown above.

  6. Valorant Player Stats Dataset Tournament

    • kaggle.com
    Updated May 27, 2024
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    Ayadi Rym (2024). Valorant Player Stats Dataset Tournament [Dataset]. https://www.kaggle.com/datasets/ayadirym/valorant-player-stats-dataset-tournament
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    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    May 27, 2024
    Dataset provided by
    Kagglehttp://kaggle.com/
    Authors
    Ayadi Rym
    Description

    Context: Valorant, developed by Riot Games, has quickly become one of the most popular tactical first-person shooter games since its release. The game emphasizes strategic team play, individual skills, and tactical execution, making it a fascinating subject for performance analysis. Understanding the various metrics that contribute to player success can offer insights into effective strategies and gameplay techniques. This dataset was created to help players, coaches, and analysts delve into the detailed aspects of player performance and identify key areas for improvement.

    Sources: The data for this dataset was collected from various online sources, including:

    In-Game Statistics: Aggregated from player profiles and match histories available within the game client. Third-Party Valorant Trackers: Websites and tools that track player statistics and match performance, such as Tracker.gg and Blitz.gg. Community Contributions: Insights and data shared by the Valorant community, including professional players, streamers, and analysts, who often provide detailed breakdowns of their gameplay. Inspiration: The inspiration for compiling this dataset stems from several key areas:

    Performance Analysis: In competitive gaming, understanding the granular details of player performance is crucial for improvement. Metrics like win rate, damage per round, and headshot percentage provide actionable insights. Strategic Development: By analyzing this data, players and teams can develop better strategies, identify strengths and weaknesses, and tailor their training regimes accordingly. Predictive Modeling: The dataset serves as a foundation for building predictive models to forecast future performance, which can be useful for coaching, match preparation, and scouting new talent. Community Engagement: Providing this dataset to the wider Valorant community fosters engagement and encourages collaborative analysis. It allows enthusiasts to test hypotheses, share findings, and contribute to a deeper understanding of the game. Educational Purposes: For educators and students in data science, sports analytics, and game design, this dataset offers a real-world application of data analysis techniques and methodologies. Future Directions: The dataset can be expanded by including additional metrics such as agent pick rates, map-specific performance, and team composition analysis. Incorporating more granular data over longer periods can also enhance the depth of analysis and provide a more comprehensive view of player performance trends.

    By sharing this dataset, we aim to empower the Valorant community with data-driven insights that can elevate gameplay, inform strategic decisions, and contribute to the overall growth of the esports ecosystem.

  7. Online gaming penetration in the United Kingdom (UK) 2024, by age group

    • statista.com
    Updated Feb 21, 2025
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    Statista (2025). Online gaming penetration in the United Kingdom (UK) 2024, by age group [Dataset]. https://www.statista.com/statistics/301350/online-gaming-in-the-uk-by-age/
    Explore at:
    Dataset updated
    Feb 21, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Sep 30, 2024 - Nov 17, 2024
    Area covered
    United Kingdom
    Description

    A September to November 2023 survey found that 80 percent UK gamers aged 16 to 24 years played games online. More than half of gamers aged up to 44 years had ever played games online, and 69 percent of gamers in the United Kingdom had every played online games with or against other players.

  8. O

    Online Games Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Jun 15, 2025
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    Data Insights Market (2025). Online Games Report [Dataset]. https://www.datainsightsmarket.com/reports/online-games-1365163
    Explore at:
    ppt, doc, pdfAvailable download formats
    Dataset updated
    Jun 15, 2025
    Dataset authored and provided by
    Data Insights Market
    License

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

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global online gaming market, valued at $137.91 billion in 2025, is projected to experience robust growth, driven by increasing smartphone penetration, expanding high-speed internet access, and the rising popularity of esports and cloud gaming. The Compound Annual Growth Rate (CAGR) of 12.3% from 2019 to 2033 indicates a significant expansion, with the market expected to surpass $400 billion by 2033. Key growth drivers include the continuous innovation in game development, the emergence of immersive technologies like VR/AR, and the increasing adoption of subscription-based gaming models. The market is highly competitive, with major players like Tencent, NetEase, Microsoft, Sony, and Activision Blizzard vying for market share through strategic acquisitions, partnerships, and the release of high-quality titles across various platforms, including mobile, PC, and consoles. The diversification of game genres, encompassing mobile casual games, massively multiplayer online role-playing games (MMORPGs), and battle royale titles, further fuels market expansion. The segment analysis, while not explicitly provided, likely reveals strong performance in the mobile gaming segment, given the widespread smartphone adoption. The regional distribution likely shows dominance from North America and Asia, given the strong presence of major gaming companies and a large consumer base in these regions. However, emerging markets in Latin America and Southeast Asia are poised for significant growth, presenting opportunities for expansion. While challenges such as increasing regulatory scrutiny, concerns regarding game addiction, and the need for continuous innovation exist, the overall outlook for the online gaming market remains extremely positive, driven by the consistent engagement and expanding user base. The market is predicted to continue its upward trajectory, propelled by technological advancements and the evolving preferences of gamers globally.

  9. Share of online gamers Indonesia 2025

    • statista.com
    Updated Jul 9, 2025
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    Statista (2025). Share of online gamers Indonesia 2025 [Dataset]. https://www.statista.com/statistics/1116224/indonesia-share-of-online-gamers/
    Explore at:
    Dataset updated
    Jul 9, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 19, 2025 - Jan 31, 2025
    Area covered
    Indonesia
    Description

    In a survey on online gaming conducted by Rakuten Insight in January 2025, ** percent of respondents stated that they played online games. Many Indonesian online gamers valued the ease of access to such games, and this was predicted to remain as their main preference in the years to come. The preferences of Indonesian gamers Convenience and accessibility are some of the key factors when it comes to online gaming. As mobile devices and mobile internet data are getting more affordable, most gamers in Indonesia preferred mobile phones as their favorite device to play games online. Besides, games that implemented a free-to-play payment structure has also been cited as the most frequently played online games, since they completely remove the barrier of entry for prospective gamers. The future of online gaming With the growing number of smartphone users, online mobile gaming may continue to dominate the Indonesian gaming market. The relatively high prices for PC components, as well as the lack of next-generation console availability, may further strengthen the popularity of online mobile gaming in the country. Meanwhile, other alternatives such as live streaming game services without consoles may take time to gain a strong foothold in Indonesia, as the costs are a barrier for many gamers from subscribing to the service.

  10. Terra Mystica Snellman Statistics

    • kaggle.com
    Updated May 11, 2020
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    Lem Ko (2020). Terra Mystica Snellman Statistics [Dataset]. https://www.kaggle.com/lemonkoala/terra-mystica/notebooks
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    May 11, 2020
    Dataset provided by
    Kaggle
    Authors
    Lem Ko
    License

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

    Description

    In the land of Terra Mystica dwell 14 different peoples in seven landscapes, and each group is bound to its own home environment, so to develop and grow, they must terraform neighboring landscapes into their home environments in competition with the other groups. (https://boardgamegeek.com/boardgame/120677/terra-mystica)

    The Dataset

    People started playing games on the board game geek forums. To help manage the complexity of tracking the game state, an online implementation of the game was created on https://terra.snellman.net/.

    This resulted in a dataset of all the games played in that website which generated a lot of interesting statistics about the game. Here, I took the json dataset available on https://terra.snellman.net/data/ and transformed them into csv files for easy processing with tools like pandas or R.

    The hope is we can uncover even more insights and strategies about the game. Enjoy!

  11. Among Us Dataset

    • kaggle.com
    Updated Jan 7, 2021
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    Ruchi Bhatia (2021). Among Us Dataset [Dataset]. https://www.kaggle.com/datasets/ruchi798/among-us-dataset
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Jan 7, 2021
    Dataset provided by
    Kagglehttp://kaggle.com/
    Authors
    Ruchi Bhatia
    License

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

    Description

    https://staticg.sportskeeda.com/editor/2020/09/d96d1-16008022829964-800.jpg">

    Context

    Among Us, a 2018 game, gained a lot of popularity during the summer of 2020. Here are the game stats of different users.

    Inspiration

    • Region vs chances of becoming an imposter
    • Effect of previous game results on chances of becoming an imposter
    • Task Completed vs Wins
    • Game length vs Region
  12. T

    Mobile Games Statistics That Will Blow Your Mind in 2025

    • techkv.com
    Updated Jul 23, 2025
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    TechKV (2025). Mobile Games Statistics That Will Blow Your Mind in 2025 [Dataset]. https://techkv.com/mobile-games-statistics/
    Explore at:
    Dataset updated
    Jul 23, 2025
    Dataset authored and provided by
    TechKV
    License

    https://techkv.com/privacy-policy/https://techkv.com/privacy-policy/

    Time period covered
    Jan 1, 2024 - Dec 31, 2025
    Area covered
    Global
    Description

    I don’t know if you do, but do you remember a time when PC gamers used to belittle mobile games? It used to be a scene where mobile games were not seen as good enough or impactful enough. And, boy, have those days passed! Today, the mobile gaming industry is...

  13. Online Casino Dataset (Gambling)

    • kaggle.com
    Updated Jan 4, 2023
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    Yogendra S.R (2023). Online Casino Dataset (Gambling) [Dataset]. http://doi.org/10.34740/kaggle/dsv/4807301
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Jan 4, 2023
    Dataset provided by
    Kaggle
    Authors
    Yogendra S.R
    Description

    I collect this data from the Online Casino Platform (SQLITE3 Data). Game Type: 1. Dragon Tiger 20-20 2. Lucky 7 A

    3. Lucky 7 B

    Problem Example Game Lucky 7 A: 1) We only know Cards A to 6 = Low Card 7 = Tie Cards 8 to K = High

    But we don't know the positions of the cards

    2) G_id is useless.

    3) In the game we can see the last 10 Game Results, and from that, we can create a probability model to predict the next game.

    If you want Game Account: world 777 Note: I'm not promoting a Gambling site (The account is only for real-world testing and experience)

    Theoretical Solution - Game: Lucky 7 A Total Cards in Game: 416 (8 Deck) - - High Cards Probability (144/312 = 46%) Total High Cards = 6 in one color * 4 color = 24 cards in Deck (24 * 6 = 144) - - Low Cards Probability (144/312 = 46%) Total Low Cards = 6 in one color * 4 color = 24 cards in Deck (24 * 6 = 144) - - 7 Cards Probability (24/312 = 8%) Total High Cards = 1 in one color * 4 color = 4 cards in Deck (4 * 6 = 24)

    Database Objective: Create an AI to predict the Next Game.

    Game Rules: Lucky 7A And Lucky 7B https://www.googleapis.com/download/storage/v1/b/kaggle-user-content/o/inbox%2F3327356%2Ff07592ade1e5f23bc00074f1cb0cf0ed%2Flucky7-rules.jpg?generation=1676109609602066&alt=media" alt="">

    Game Rules: Dragon and Tiger https://www.googleapis.com/download/storage/v1/b/kaggle-user-content/o/inbox%2F3327356%2F272389ed0edf50d2d97cd8c6ad578ac1%2Fdragon-tiger-20-rules.jpg?generation=1676109713320755&alt=media" alt="">

    Dataset Details: | ID | G_ID | Result | | --- | --- |--- | | Auto Inc Number | Game Round ID | Game Rasult|

    Challange:

    Create an AI to Find a pattern to predict the Next Move in the Game Recommended AI: - For a card guessing game, you may use Different Types of AI 1. Reinforcement Learning with Q-Learning - Basic Game 2. Reinforcement Learning with DQN - Intermediate Game (pattern recognition is not a part of the game) 3. Reinforcement Learning with DQN + LSTM/GRU - Advance Game with pattern recognition like a human learning style

  14. Online Games in China

    • ibisworld.com
    Updated May 15, 2024
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    IBISWorld (2024). Online Games in China [Dataset]. https://www.ibisworld.com/china/employment/online-games/5016/
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    Dataset updated
    May 15, 2024
    Dataset authored and provided by
    IBISWorld
    License

    https://www.ibisworld.com/about/termsofuse/https://www.ibisworld.com/about/termsofuse/

    Time period covered
    2004 - 2030
    Area covered
    China
    Description

    Employment statistics on the Online Games industry in China

  15. Harassment faced while playing video games in the U.S. 2019-2023

    • statista.com
    Updated Apr 28, 2025
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    Statista (2025). Harassment faced while playing video games in the U.S. 2019-2023 [Dataset]. https://www.statista.com/statistics/1133182/harassment-online-video-games/
    Explore at:
    Dataset updated
    Apr 28, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Aug 4, 2023 - Aug 17, 2023
    Area covered
    United States
    Description

    Video gaming is no longer just a hobby of teenagers - thanks to developments in gaming technology and the accessibility of many games, the activity has become very popular among both genders and young and old alike. Despite its popularity, the anonymous nature of online gaming leaves some gamers open to harassment and negative experiences. During an August 2023 survey in the United States, 67 percent of respondents stated that they had been called offensive names while playing video games. Overall, 76 percent of responding gamers had encountered online harassment, down from 83 percent two years prior.

  16. I

    Global Online Game Accelerator Market Demand and Supply Dynamics 2025-2032

    • statsndata.org
    excel, pdf
    Updated Jun 2025
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    Stats N Data (2025). Global Online Game Accelerator Market Demand and Supply Dynamics 2025-2032 [Dataset]. https://www.statsndata.org/report/online-game-accelerator-market-33930
    Explore at:
    pdf, excelAvailable download formats
    Dataset updated
    Jun 2025
    Dataset authored and provided by
    Stats N Data
    License

    https://www.statsndata.org/how-to-orderhttps://www.statsndata.org/how-to-order

    Area covered
    Global
    Description

    The Online Game Accelerator market has emerged as a critical component in enhancing the gaming experience for players worldwide, addressing the growing demand for high-performance, lag-free gaming. As online gaming continues to soar in popularity, fueled by advancements in technology and an expanding user base, the

  17. Online gaming penetration in the United Kingdom (UK) 2017-2024, by gender

    • statista.com
    Updated Feb 21, 2025
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    Statista (2025). Online gaming penetration in the United Kingdom (UK) 2017-2024, by gender [Dataset]. https://www.statista.com/statistics/301361/online-gaming-by-gender-in-the-uk/
    Explore at:
    Dataset updated
    Feb 21, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United Kingdom
    Description

    A September to November 2024 survey found that 69 percent of male UK gamers ever played games online. The online gaming reach among female gamers in the United Kingdom was 57 percent, up from 23 percent in 2018. In the most recently measured period, young people were most likely to play games online, with online gaming penetration among those aged 16 to 24 standing at 82 percent.

  18. S

    Sri Lanka Google Search Trends: Online Games: Call of Duty

    • ceicdata.com
    Updated Mar 19, 2025
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    CEICdata.com (2025). Sri Lanka Google Search Trends: Online Games: Call of Duty [Dataset]. https://www.ceicdata.com/en/sri-lanka/google-search-trends-by-categories/google-search-trends-online-games-call-of-duty
    Explore at:
    Dataset updated
    Mar 19, 2025
    Dataset provided by
    CEICdata.com
    License

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

    Time period covered
    Mar 8, 2025 - Mar 19, 2025
    Area covered
    Sri Lanka
    Description

    Sri Lanka Google Search Trends: Online Games: Call of Duty data was reported at 0.000 Score in 14 May 2025. This stayed constant from the previous number of 0.000 Score for 13 May 2025. Sri Lanka Google Search Trends: Online Games: Call of Duty data is updated daily, averaging 0.000 Score from Dec 2021 (Median) to 14 May 2025, with 1261 observations. The data reached an all-time high of 21.000 Score in 01 Dec 2021 and a record low of 0.000 Score in 14 May 2025. Sri Lanka Google Search Trends: Online Games: Call of Duty data remains active status in CEIC and is reported by Google Trends. The data is categorized under Global Database’s Sri Lanka – Table LK.Google.GT: Google Search Trends: by Categories.

  19. Online PC gaming market value worldwide 2011-2028

    • statista.com
    Updated Jun 25, 2025
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    Statista (2025). Online PC gaming market value worldwide 2011-2028 [Dataset]. https://www.statista.com/statistics/292516/pc-online-game-market-value-worldwide/
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    Dataset updated
    Jun 25, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In 2023, the global online PC gaming market was worth **** billion U.S. dollars and is projected to decline to ** billion U.S. dollars in 2028. PC gaming growth is projected to slow in the next few years due to consumer uptake of console gaming.

  20. Online gaming among children in the United Kingdom (UK) 2015-2024, by age

    • statista.com
    Updated Jun 30, 2025
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    Statista (2025). Online gaming among children in the United Kingdom (UK) 2015-2024, by age [Dataset]. https://www.statista.com/statistics/274427/online-gaming-among-children-in-the-uk-by-age-group/
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    Dataset updated
    Jun 30, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United Kingdom
    Description

    A 2024 survey found that ** percent of children in the United Kingdom aged 13 to 15 years played online games such as Fortnite or Minecraft. Online gaming among children has been increasing in popularity over the recent years and made a huge jump during the COVID-19 pandemic.

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Statista (2025). Penetration rate of online games in Hong Kong 2025, by age group [Dataset]. https://www.statista.com/statistics/1118511/hong-kong-penetration-rate-of-online-games-by-age-group/
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Penetration rate of online games in Hong Kong 2025, by age group

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Dataset updated
Jun 30, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Time period covered
Jan 19, 2025 - Jan 31, 2025
Area covered
Hong Kong
Description

According to a survey on online gaming conducted by Rakuten Insight in January 2025, about ** percent of the respondents from Hong Kong aged between 16 to 24 years stated that they had played online games. The same survey found that about ** percent of gamers from Hong Kong played online games every day.

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