100+ datasets found
  1. Global gaming penetration Q3 2024, by age and gender

    • statista.com
    Updated Feb 18, 2025
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    Statista (2025). Global gaming penetration Q3 2024, by age and gender [Dataset]. https://www.statista.com/statistics/326420/console-gamers-gender/
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    Dataset updated
    Feb 18, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    A survey conducted in the third quarter of 2024 found that over 92 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 93 percent of male respondents in the same age group stated that they played video games. Worldwide, over 83 percent of internet users were gamers.

  2. U.S. video gaming audiences 2023, by generation

    • statista.com
    Updated Oct 29, 2024
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    Statista (2024). U.S. video gaming audiences 2023, by generation [Dataset]. https://www.statista.com/statistics/189582/age-of-us-video-game-players/
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    Dataset updated
    Oct 29, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Oct 23, 2023 - Oct 31, 2023
    Area covered
    United States
    Description

    Video gaming is no longer a hobby exclusively enjoyed by the young. As generations have grown up with video games a normal part of life, the age of the average gamer also increases. During a 2023 survey, 25 percent of video game players still come from the 27 to 42 years age demographic, and 19 percent are 59 years and older. Time spent gaming In 2023, Americans aged between 15 to 19 years spent 98.4 minutes on gaming or leisurely computer use during an average day. The age demographic which devoted the least amount of time to gaming was the 55 to 64 years category. Members of this age demographic spent an average of just 17.4 minutes playing on the computer during an average day.

  3. Weekly console gamers in the U.S. 2024, by age group

    • statista.com
    Updated Mar 5, 2025
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    Jessica Clement (2025). Weekly console gamers in the U.S. 2024, by age group [Dataset]. https://www.statista.com/topics/3070/us-gamers/
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    Dataset updated
    Mar 5, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Area covered
    United States
    Description

    A March 2024 survey found that 28 percent of adults in the United States played video games on a console at least once per week. Weekly console gaming was highest among respondents aged 35 to 54 years, with more than four in ten of respondents in this age group confirming that they did so.

  4. S

    Board Game Statistics and Facts (2025)

    • sci-tech-today.com
    Updated Jun 23, 2025
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    Sci-Tech Today (2025). Board Game Statistics and Facts (2025) [Dataset]. https://www.sci-tech-today.com/stats/board-game-statistics/
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    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Sci-Tech Today
    License

    https://www.sci-tech-today.com/privacy-policyhttps://www.sci-tech-today.com/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Introduction

    Board Game Statistics: ​Board games have experienced a notable resurgence, becoming a preferred pastime for diverse demographics. In the United States, 43% of board game enthusiasts engage in gameplay several times per week, while 25% play weekly. Demographically, 47% of board game players are aged between 18 and 34, with individuals aged 55 and above comprising 18% of the player base. Gender representation is balanced, with women accounting for 51% and men 49% of board game enthusiasts. Regarding game collections, 43% of gamers own more than 25 board and/or card games.

    The average playing time for most board games ranges from one to two hours, though this can vary significantly depending on the game's complexity. These statistics underscore the enduring appeal and diverse engagement within the board gaming community.​

  5. S

    Gen Z Gaming Platform Preferences Statistics 2025: Where They Play, How They...

    • sqmagazine.co.uk
    Updated Aug 14, 2025
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    SQ Magazine (2025). Gen Z Gaming Platform Preferences Statistics 2025: Where They Play, How They Spend [Dataset]. https://sqmagazine.co.uk/gen-z-gaming-platform-preferences-statistics/
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    Dataset updated
    Aug 14, 2025
    Dataset authored and provided by
    SQ Magazine
    License

    https://sqmagazine.co.uk/privacy-policy/https://sqmagazine.co.uk/privacy-policy/

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

    Gen Z is reshaping the gaming landscape with bold preferences and habits. They flock to mobile for convenience, lean into PCs and consoles for depth, and thrive in cross-platform worlds that offer choice and social sync. Real-world use cases span everything from mobile esports viewership rising 340% since 2022 to platforms...

  6. Distribution of video gamers U.S. 2024, by engagement

    • statista.com
    Updated May 20, 2025
    + more versions
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    Statista (2025). Distribution of video gamers U.S. 2024, by engagement [Dataset]. https://www.statista.com/statistics/195754/us-gamers-engagement/
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    Dataset updated
    May 20, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2024
    Area covered
    United States
    Description

    In 2024, about 34 percent of gamers in the United States were highly engaged super gamers who played video games as their primary source of entertainment. Avid gamers (those who played video games as one of a few equivalent sources of entertainment) accounted for the biggest share of gaming audiences in the United States.

  7. i

    Grant Giving Statistics for Gamers for Good

    • instrumentl.com
    Updated Dec 30, 2022
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    (2022). Grant Giving Statistics for Gamers for Good [Dataset]. https://www.instrumentl.com/990-report/gamers-for-good
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    Dataset updated
    Dec 30, 2022
    Description

    Financial overview and grant giving statistics of Gamers for Good

  8. Video gamers in the United States 2025, by age

    • statista.com
    Updated Jul 1, 2025
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    Statista (2025). Video gamers in the United States 2025, by age [Dataset]. https://www.statista.com/forecasts/1277856/video-game-users-age-market-usa
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    Dataset updated
    Jul 1, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 2024 - Mar 2025
    Area covered
    United States
    Description

    As of March 2025, 26 percent of video gamers in the United States were aged 30 to 39 years, making this age group the biggest gamer demographic. Additionally, 24 percent of U.S. gaming audiences were aged 20 to 29 years.

  9. S

    PC Gaming Market Share and Usage Statistics 2025: Trends, Figures & Insights...

    • sqmagazine.co.uk
    Updated Aug 12, 2025
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    SQ Magazine (2025). PC Gaming Market Share and Usage Statistics 2025: Trends, Figures & Insights [Dataset]. https://sqmagazine.co.uk/pc-gaming-market-share-and-usage-statistics/
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    Dataset updated
    Aug 12, 2025
    Dataset authored and provided by
    SQ Magazine
    License

    https://sqmagazine.co.uk/privacy-policy/https://sqmagazine.co.uk/privacy-policy/

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

    A snapshot of the PC gaming market in 2025 reveals vibrant growth and evolving player behavior. From soaring revenue figures to shifting preferences in hardware and game genres, the platform remains a dynamic segment of the broader gaming industry. In the U.S., developers now release title launches simultaneously on PC...

  10. Video Games in the US

    • ibisworld.com
    Updated May 15, 2025
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    IBISWorld (2025). Video Games in the US [Dataset]. https://www.ibisworld.com/industry-statistics/employment/video-games-united-states/
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    Dataset updated
    May 15, 2025
    Dataset authored and provided by
    IBISWorld
    License

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

    Time period covered
    2005 - 2031
    Area covered
    United States
    Description

    Employment statistics on the Video Games industry in the US

  11. Gaming Market Size, Share, Growth, Trends & Industry Analysis 2030

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Jul 17, 2025
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    Mordor Intelligence (2025). Gaming Market Size, Share, Growth, Trends & Industry Analysis 2030 [Dataset]. https://www.mordorintelligence.com/industry-reports/global-gaming-market
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jul 17, 2025
    Dataset authored and provided by
    Mordor Intelligence
    License

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

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    Gaming Market is Segmented by Gaming Platform (Mobile Games, PC Games (Downloaded/Box & Browser), Console Games, and More), by Revenue Model (Free-To-Play (F2P), Pay-To-Play / Premium and More), by Genre (Action/Adventure, Shooter and Battle Royale and More) and Geography. The Market Forecasts are Provided in Terms of Value (USD).

  12. d

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

    • datarade.ai
    .json
    Updated May 12, 2022
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    Datasys (2022). Datasys | Clickstream Data | Gamer Audiences (10M+ gamers | PC, console & mobile) [Dataset]. https://datarade.ai/data-products/datasys-clickstream-data-gamer-audiences-10m-gamers-p-datasys
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    .jsonAvailable download formats
    Dataset updated
    May 12, 2022
    Dataset authored and provided by
    Datasys
    Area covered
    Sri Lanka, Cyprus, Argentina, Suriname, Saint Kitts and Nevis, Saint Barthélemy, Myanmar, Thailand, El Salvador, Taiwan
    Description

    Datasys Gamer Audiences provide behavioral insights into 10M+ PC, console, and mobile gamers worldwide. This dataset includes details such as titles played, frequency of play, engagement time, and platform preference. It helps brands, advertisers, and entertainment companies identify and reach gaming consumers, understand content trends, and target campaigns toward active, high-value gamer segments.

  13. 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/
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    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.

  14. Gaming as a Service Market Size, Share, Opportunities, And Trends By...

    • knowledge-sourcing.com
    pdf, ppt, xls
    Updated Jul 15, 2025
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    Knowledge Sourcing Intelligence (2025). Gaming as a Service Market Size, Share, Opportunities, And Trends By Platform (PCs and Laptops, Smartphones and Tablets, Gaming Consoles), By Technology (File Streaming, Video Streaming), And By Geography - Forecasts From 2025 To 2030 Data Formats [Dataset]. https://www.knowledge-sourcing.com/report/gaming-as-a-service-market
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    pdf, ppt, xlsAvailable download formats
    Dataset updated
    Jul 15, 2025
    Dataset authored and provided by
    Knowledge Sourcing Intelligence
    License

    https://www.knowledge-sourcing.com/privacy-policyhttps://www.knowledge-sourcing.com/privacy-policy

    Time period covered
    2020 - 2030
    Area covered
    Global
    Description

    Available data formats for the Gaming as a Service Market Size, Share, Opportunities, And Trends By Platform (PCs and Laptops, Smartphones and Tablets, Gaming Consoles), By Technology (File Streaming, Video Streaming), And By Geography - Forecasts From 2025 To 2030 report.

  15. Video Gaming Market Size and Share | Statistics - 2030

    • nextmsc.com
    csv, pdf
    Updated Dec 2024
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    Supradip Baul (2024). Video Gaming Market Size and Share | Statistics - 2030 [Dataset]. https://www.nextmsc.com/report/video-gaming-market
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    pdf, csvAvailable download formats
    Dataset updated
    Dec 2024
    Dataset provided by
    Next Move Strategy Consulting
    Authors
    Supradip Baul
    License

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

    Time period covered
    2023 - 2030
    Area covered
    Global
    Description

    In 2023, the Video Gaming Market reached a value of USD 229.70 billion, and it is projected to surge to USD 460.33 billion by 2030.

  16. u

    Data from: The influence of active video game play upon physical activity...

    • agdatacommons.nal.usda.gov
    • datasets.ai
    • +1more
    xlsx
    Updated May 6, 2025
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    Kelsey Ufholz (2025). Data from: The influence of active video game play upon physical activity and screen-based activities in sedentary children [Dataset]. http://doi.org/10.15482/USDA.ADC/1522952
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    xlsxAvailable download formats
    Dataset updated
    May 6, 2025
    Dataset provided by
    Ag Data Commons
    Authors
    Kelsey Ufholz
    License

    U.S. Government Workshttps://www.usa.gov/government-works
    License information was derived automatically

    Description

    Includes 24 hour recall data that children were instructed to fill-out describing the previous day’s activities at baseline, weeks 2 and 4 of the intervention, after the intervention (6 weeks), and after washout (10 weeks). Includes accelerometer data using an ActiGraph to assess usual physical and sedentary activity at baseline, 6 weeks, and 10 weeks. Includes demographic data such as weight, height, gender, race, ethnicity, and birth year. Includes relative reinforcing value data showing how children rated how much they would want to perform both physical and sedentary activities on a scale of 1-10 at baseline, week 6, and week 10. Includes questionnaire data regarding exercise self-efficacy using the Children’s Self-Perceptions of Adequacy in and Predilection of Physical Activity Scale (CSAPPA), motivation for physical activity using the Behavioral Regulations in Exercise Questionnaire, 2nd edition (BREQ-2), motivation for active video games using modified questions from the BREQ-2 so that the question refers to motivation towards active video games rather than physical activity, motivation for sedentary video games using modified questions from the BREQ-2 so that the question refers to motivation towards sedentary video games behavior rather than physical activity, and physical activity-related parenting behaviors using The Activity Support Scale for Multiple Groups (ACTS-MG). Resources in this dataset:Resource Title: 24 Hour Recall Data. File Name: 24 hour recalldata.xlsxResource Description: Children were instructed to fill out questions describing the previous day's activities at baseline, week 2, and week 4 of the intervention, after the intervention (6 weeks), and after washout (10 weeks).Resource Title: Actigraph activity data. File Name: actigraph activity data.xlsxResource Description: Accelerometer data using an ActiGraph to assess usual physical and sedentary activity at baseline, 6 weeks, and 10 weeks.Resource Title: Liking Data. File Name: liking data.xlsxResource Description: Relative reinforcing value data showing how children rated how much they would want to perform both physical and sedentary activities on a scale of 1-10 at baseline, week 6, and week 10.Resource Title: Demographics. File Name: Demographics (Birthdate-Year).xlsxResource Description: Includes demographic data such as weight, height, gender, race, ethnicity, and year of birth.Resource Title: Questionnaires. File Name: questionnaires.xlsxResource Description: Questionnaire data regarding exercise self-efficacy using the Children's Self-Perceptions of Adequacy in and Predilection of Physical Activity Scale (CSAPPA), motivation for physical activity using the Behavioral Regulations in Exercise Questionnaire, 2nd edition (BREQ-2), motivation for active video games using modified questions from the BREQ-2 so that the question refers to motivation towards active video games rather than physical activity, motivation for sedentary video games using modified questions from the BREQ-2 so that the question refers to motivation towards sedentary video games behavior rather than physical activity, and physical activity-related parenting behaviors using The Activity Support Scale for Multiple Groups (ACTS-MG).

  17. Video gamers in the United States 2025, by gender

    • statista.com
    Updated Jul 1, 2025
    + more versions
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    Statista (2025). Video gamers in the United States 2025, by gender [Dataset]. https://www.statista.com/forecasts/494867/distribution-of-gamers-by-gender-usa
    Explore at:
    Dataset updated
    Jul 1, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 2024 - Mar 2025
    Area covered
    United States
    Description

    As of March 2025, ** percent of video gamers in the United States were female, with the remaining ** percent of U.S. video gaming audiences were male. Currently, there are approximately *** million gamers in the United States.

  18. S

    Steam Statistics 2025: Users, Revenue, Top Games & Market Trends

    • sqmagazine.co.uk
    Updated Jul 22, 2025
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    SQ Magazine (2025). Steam Statistics 2025: Users, Revenue, Top Games & Market Trends [Dataset]. https://sqmagazine.co.uk/steam-statistics/
    Explore at:
    Dataset updated
    Jul 22, 2025
    Dataset authored and provided by
    SQ Magazine
    License

    https://sqmagazine.co.uk/privacy-policy/https://sqmagazine.co.uk/privacy-policy/

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

    Back in 2003, Steam was launched as a humble digital storefront primarily to distribute updates for Valve games. Fast-forward to 2025, and it’s evolved into the largest PC gaming platform on the planet. Whether you're a casual gamer logging a few hours after work or a full-time streamer grinding through...

  19. w

    Southern Miss vs Hawai'i Historical Games Dataset

    • winsipedia.com
    html
    Updated Sep 22, 2025
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    Winsipedia (2025). Southern Miss vs Hawai'i Historical Games Dataset [Dataset]. https://www.winsipedia.com/games/southern-miss/vs/hawaii
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    htmlAvailable download formats
    Dataset updated
    Sep 22, 2025
    Dataset authored and provided by
    Winsipedia
    License

    https://winsipedia.com/termshttps://winsipedia.com/terms

    Area covered
    Hawaii
    Description

    Complete historical game data between Southern Miss and Hawai'i including scores, dates, locations, and game statistics.

  20. M

    Macau SAR, China Gaming: Gross Revenue: Games of Fortune: Tombola

    • ceicdata.com
    Updated Mar 15, 2018
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    CEICdata.com (2018). Macau SAR, China Gaming: Gross Revenue: Games of Fortune: Tombola [Dataset]. https://www.ceicdata.com/en/macau/gaming-statistics/gaming-gross-revenue-games-of-fortune-tombola
    Explore at:
    Dataset updated
    Mar 15, 2018
    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 1, 2014 - Dec 1, 2016
    Area covered
    Macao, China
    Variables measured
    Tourism Statistics
    Description

    Macau Gaming: Gross Revenue: Games of Fortune: Tombola data was reported at 0.200 MOP mn in Dec 2016. This records a decrease from the previous number of 0.400 MOP mn for Sep 2016. Macau Gaming: Gross Revenue: Games of Fortune: Tombola data is updated quarterly, averaging 0.400 MOP mn from Mar 2005 (Median) to Dec 2016, with 47 observations. The data reached an all-time high of 0.600 MOP mn in Dec 2006 and a record low of 0.200 MOP mn in Dec 2016. Macau Gaming: Gross Revenue: Games of Fortune: Tombola data remains active status in CEIC and is reported by Gaming Inspection and Coordination Bureau. The data is categorized under Global Database’s Macau SAR – Table MO.Q017: Gaming Statistics.

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Statista (2025). Global gaming penetration Q3 2024, by age and gender [Dataset]. https://www.statista.com/statistics/326420/console-gamers-gender/
Organization logo

Global gaming penetration Q3 2024, by age and gender

Explore at:
23 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Feb 18, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
Worldwide
Description

A survey conducted in the third quarter of 2024 found that over 92 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 93 percent of male respondents in the same age group stated that they played video games. Worldwide, over 83 percent of internet users were gamers.

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