100+ datasets found
  1. U.S. video gamers who made social connections via gaming 2025

    • statista.com
    Updated Jun 16, 2025
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    Statista (2025). U.S. video gamers who made social connections via gaming 2025 [Dataset]. https://www.statista.com/statistics/1340350/us-video-gaming-community-social-connections/
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    Dataset updated
    Jun 16, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Feb 11, 2025 - Feb 25, 2025
    Area covered
    United States
    Description

    Video gaming is a popular way for gamers to connect with friends and family, and many gamers have formed relationships through video games. During a February 2025 survey, 78 percent of responding gamers in the United States agreed that playing games can introduce people to new friends.

  2. UK gaming reach 2013-2024, by age group and gender

    • statista.com
    • ai-chatbox.pro
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    Statista, UK gaming reach 2013-2024, by age group and gender [Dataset]. https://www.statista.com/statistics/300513/gaming-by-demographic-group-uk/
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    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United Kingdom
    Description

    A September to November 2024 survey of UK adults aged 16 years and older found that 85 percent of respondents aged between 16 and 24 years played video games, down from a 92 percent gaming penetration among the same age group in 2020. Overall, gaming uptake increased in 2020 due to the global COVID-19 pandemic. Video games industry in the UK In 2023, consumers in the United Kingdom spent over 3.16 billion British pounds on digital and online games. In regard to the annual contribution of the video games industry to the UK Gross Domestic Product, it amounted to 3.68 billion British pounds in 2023. Mobile games The popularity of mobile gaming increased over the last decade and overtook games consoles and TV for the first time in 2014. As of 2024, approximately 34 percent of UK adults reported playing games on their mobile phone, the highest rate ever reported. The most downloaded gaming apps in the UK include puzzle and casual titles such as Supermarket Simulator and Block Blast.

  3. M

    Gaming Monetization Statistics 2025 By Income, Growth, Technology

    • scoop.market.us
    Updated Jan 14, 2025
    + more versions
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    Market.us Scoop (2025). Gaming Monetization Statistics 2025 By Income, Growth, Technology [Dataset]. https://scoop.market.us/gaming-monetization-statistics/
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    Dataset updated
    Jan 14, 2025
    Dataset authored and provided by
    Market.us Scoop
    License

    https://scoop.market.us/privacy-policyhttps://scoop.market.us/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Introduction

    Gaming Monetization Statistics: The gaming sector has undergone considerable transformation, moving away from its conventional model of selling games as independent units.

    Instead, it has embraced a diverse ecosystem where various strategies are utilized to produce revenue. Gaming monetization pertains to the practices and tactics employed by game developers and publishers to derive earnings from their creations.

    This multifaceted methodology holds immense importance in maintaining the industry's expansion, facilitating game development, and furnishing players with captivating interactions. The dynamic gaming monetization landscape is characterized by its ability to adapt to changing market dynamics, emerging player preferences, and technological advancements.

    This adaptability will remain essential in sustaining the industry's growth while ensuring that players continue to receive captivating gaming experiences.

    https://scoop.market.us/wp-content/uploads/2023/09/Gaming-Monetization-Statistics.png" alt="Gaming Monetization Statistics" class="wp-image-37223" style="width:624px;height:623px">
  4. 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.

  5. Positive aspects of playing video games in the U.S. 2021

    • statista.com
    Updated Apr 28, 2025
    + more versions
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    Statista (2025). Positive aspects of playing video games in the U.S. 2021 [Dataset]. https://www.statista.com/statistics/1133150/positive-experiences-video-gaming/
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    Dataset updated
    Apr 28, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jun 7, 2021 - Jun 25, 2021
    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. During a June 2021 survey in the United States, 89 percent of respondents stated that they had made friends through playing video games.

  6. 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/
    Explore at:
    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.​

  7. 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...

  8. r

    Gaming Statistics Dataset

    • thegamehound.replit.app
    Updated Jul 16, 2025
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    (2025). Gaming Statistics Dataset [Dataset]. https://thegamehound.replit.app/stats
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    Dataset updated
    Jul 16, 2025
    Description

    Comprehensive gaming statistics including player counts, trends, and analytics

  9. UK Betting and Gaming Statistics

    • gov.uk
    • s3.amazonaws.com
    Updated Apr 30, 2025
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    HM Revenue & Customs (2025). UK Betting and Gaming Statistics [Dataset]. https://www.gov.uk/government/statistics/uk-betting-and-gaming-statistics
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    Dataset updated
    Apr 30, 2025
    Dataset provided by
    GOV.UKhttp://gov.uk/
    Authors
    HM Revenue & Customs
    Area covered
    United Kingdom
    Description

    The UK Betting and Gaming Statistics National Statistics release presents statistics from the 7 different gambling regimes administered by HM Revenue and Customs (HMRC):

    • Bingo Duty
    • Gaming Duty
    • General Betting Duty
    • Lottery Duty
    • Machine Games Duty
    • Pool Betting Duty
    • Remote Gaming Duty

    Included within this release are monthly tax receipts statistics for all 7 regimes and monthly liabilities statistics for Machine Games Duty.

    Published every 6 months, the April release presents new data from the preceding October to March period and October’s release presents data from the preceding April to September. The timing of the next publication is currently subject to the HMRC statistics consultation.

    https://webarchive.nationalarchives.gov.uk/ukgwa/20210507175836/https://www.gov.uk/government/statistics/uk-betting-and-gaming-statistics" class="govuk-link">Archive versions of the Betting and Gaming Statistics published on GOV.UK after April 2019 are no longer hosted on GOV.UK and are instead available via the UK Government Web Archive, from the National Archives.

    https://webarchive.nationalarchives.gov.uk/ukgwa/20220801103640/https:/www.uktradeinfo.com/trade-data/tax-and-duty-bulletins/" class="govuk-link">Archive versions of the Betting and Gaming Statistics published between 2008 and April 2019 are found on the archived UK Trade Info website, accessed via the National Archives.

    Users should note that between 2008 and April 2019, the statistical release was called the ‘Betting and Gaming Bulletin’.

    Quality Report

    Further details for this statistical release, including data suitability and coverage, are included within the UK Betting and Gaming Statistics quality report.

  10. u

    Video Gaming Statistics 2023

    • ubuy.qa
    Updated Jan 30, 2023
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    Ubuy Qatar (2023). Video Gaming Statistics 2023 [Dataset]. https://www.ubuy.qa/en/research/video-gaming-statistics
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    Dataset updated
    Jan 30, 2023
    Dataset authored and provided by
    Ubuy Qatar
    License

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

    Time period covered
    2023
    Area covered
    Qatar
    Description

    Get key 2023 Video Gaming trends in the Middle East. Learn market dynamics, console popularity, VR advancements & thriving mobile gaming. Middle East Video Gaming Market Worth $3.56 bn, Gamers in the MENA region in 2021 65.3 mn, Global Mobile Gaming Worth $92.2 bn, Mobile Gaming Share % in Global Gaming 50, Average Monthly Google Searches for PS5 in Middle East 373000, Highest Gaming Revenue Driver among MENA countries Saudi Arabia, Country with the highest share of gamers in the Middle East Egypt.

  11. N

    Video Gaming Market Size and Share | Statistics - 2030

    • nextmsc.com
    pdf,excel,csv,ppt
    Updated May 23, 2025
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    Next Move Strategy Consulting (2025). Video Gaming Market Size and Share | Statistics - 2030 [Dataset]. https://www.nextmsc.com/report/video-gaming-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    May 23, 2025
    Dataset authored and provided by
    Next Move Strategy Consulting
    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.

  12. Number of video gamers worldwide 2025, by region

    • statista.com
    • ai-chatbox.pro
    Updated Jun 23, 2025
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    Statista (2025). Number of video gamers worldwide 2025, by region [Dataset]. https://www.statista.com/statistics/293304/number-video-gamers/
    Explore at:
    Dataset updated
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2025
    Area covered
    Worldwide
    Description

    Video gaming is a hobby enjoyed by young and old across the globe. In 2025, there were over *** billion gamers across Asia Pacific, making it the largest market for video gaming worldwide, with Europe coming in second place with a gaming audience of *** million. In total, there were an estimated **** billion gamers across the globe.

  13. S

    Cloud Gaming Statistics And Facts (2025)

    • sci-tech-today.com
    Updated Apr 11, 2025
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    Sci-Tech Today (2025). Cloud Gaming Statistics And Facts (2025) [Dataset]. https://www.sci-tech-today.com/stats/cloud-gaming-statistics/
    Explore at:
    Dataset updated
    Apr 11, 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

    Cloud Gaming Statistics: Cloud gaming, or gaming-as-a-service, enables users to play video games over the internet without needing a high-definition gaming console or a gaming personal computer. Here, the use of cloud servers means that processing power is provided offsite, allowing easy gaming on different devices like smartphones, tablets, and smart TVs.

    In 2025, cloud gaming statistics will still dominate the gaming sector as a fundamental tool, owing to the state of the art and the availability of the Internet.

  14. b

    Mobile Game Demographics Data (2025)

    • businessofapps.com
    Updated Nov 21, 2024
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    Business of Apps (2024). Mobile Game Demographics Data (2025) [Dataset]. https://www.businessofapps.com/data/mobile-game-demographics-data/
    Explore at:
    Dataset updated
    Nov 21, 2024
    Dataset authored and provided by
    Business of Apps
    License

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

    Description

    Key Mobile Game Demographics StatisticsMobile Game Age Demographics by CategoryGame Gender Demographics by CategoryGames are the most popular app category on both app stores, accounting for about 59...

  15. Quality report: UK Betting and Gaming Statistics

    • gov.uk
    • s3.amazonaws.com
    Updated Oct 24, 2022
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    HM Revenue & Customs (2022). Quality report: UK Betting and Gaming Statistics [Dataset]. https://www.gov.uk/government/statistics/quality-report-betting-and-gaming-duty-publications-bulletin-and-factsheet
    Explore at:
    Dataset updated
    Oct 24, 2022
    Dataset provided by
    GOV.UKhttp://gov.uk/
    Authors
    HM Revenue & Customs
    Area covered
    United Kingdom
    Description

    This quality report relates to the UK Betting and Gaming Statistics National Statistics. The purpose is to provide users with information about the quality of the outputs as set out by the Code of Practice for Official Statistics.

    The UK Betting and Gaming Statistics release presents statistics from the 7 different gambling regimes administered by HM Revenue and Customs (HMRC):

    • Bingo Duty
    • Gaming Duty
    • General Betting Duty
    • Lottery Duty
    • Machine Games Duty
    • Pool Betting Duty
    • Remote Gaming Duty

    Included within this release are monthly tax receipts statistics for all 7 regimes and monthly liabilities statistics for Machine Games Duty.

    Archived quality reports for the ‘Betting and Gaming bulletin’ are available at the https://webarchive.nationalarchives.gov.uk/20210508000626/https://www.gov.uk/government/collections/hmrc-quality-reports-statistics" class="govuk-link">National Archives.

  16. Global gaming penetration Q3 2024, by age and gender

    • statista.com
    • ai-chatbox.pro
    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/
    Explore at:
    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.

  17. Games eCommerce Statistics in 2025

    • aftership.com
    pdf
    Updated Jan 11, 2024
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    AfterShip (2024). Games eCommerce Statistics in 2025 [Dataset]. https://www.aftership.com/ecommerce/statistics/stores/games
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Jan 11, 2024
    Dataset authored and provided by
    AfterShiphttps://www.aftership.com/
    License

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

    Description

    Explore the statistics for Games eCommerce in 2025, including store count by region and platform, estimated sales amount by platform and region, products sold by platform and region, and total app spend by platform and region. Gain insights into regional preferences, market penetration, consumer trends, and technological investments within the Games sector. Discover the leading regions and platforms, as well as the dynamics of sales and product volumes. Stay informed about the evolving landscape of Games online stores for a comprehensive understanding of the market.

  18. Artificial Intelligence (AI) In Games Market Analysis, Size, and Forecast...

    • technavio.com
    Updated Jan 15, 2025
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    Technavio (2025). Artificial Intelligence (AI) In Games Market Analysis, Size, and Forecast 2025-2029: North America (Mexico), Europe (France, Germany, and UK), Middle East and Africa (UAE), APAC (Australia, China, India, Japan, and South Korea), South America (Brazil), and Rest of World (ROW) [Dataset]. https://www.technavio.com/report/ai-in-games-market-industry-analysis
    Explore at:
    Dataset updated
    Jan 15, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global
    Description

    Snapshot img

    Artificial Intelligence (AI) In Games Market Size 2025-2029

    The artificial intelligence (ai) in games market size is forecast to increase by USD 27.47 billion, at a CAGR of 42.3% between 2024 and 2029.

    The market is experiencing significant growth, driven by the increasing adoption of Augmented Reality (AR) and Virtual Reality (VR) games. These immersive technologies are revolutionizing the gaming industry by providing more realistic and interactive experiences, thereby fueling the demand for advanced AI capabilities. AI algorithms enable more intelligent and responsive non-player characters, dynamic game environments, and personalized user experiences. However, the market faces challenges, primarily due to the latency issues in between games. As AI-driven games become more complex and data-intensive, ensuring seamless and low-latency interactions between players and the game environment becomes crucial. Addressing these latency issues will require continuous advancements in AI technologies, network infrastructure, and cloud gaming solutions.
    Companies seeking to capitalize on the market opportunities must focus on developing AI solutions that deliver high-performance, low-latency experiences while ensuring data security and privacy. Effective collaboration between game developers, technology providers, and network infrastructure companies will be essential to address these challenges and drive the growth of the AI in Games market.
    

    What will be the Size of the Artificial Intelligence (AI) In Games 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, integrating advanced technologies such as e-sports integration, player behavior analysis, game analytics, game engine optimization, computer vision, UI, QA, game balance, game AI, character AI, social features, gameplay mechanics, cloud gaming, game physics engines, in-app purchases, game localization, multiplayer networking, performance benchmarking, streaming integration, pathfinding algorithms, procedural generation, UX, subscription models, competitive gaming, machine learning models, neural networks, advertising integration, and audio design. These technologies are not static entities but rather dynamic components that unfold and intertwine, shaping the market's intricate landscape. E-sports integration and player behavior analysis enable game developers to create more engaging experiences, while game analytics offers valuable insights into player preferences and trends.

    Game engine optimization and computer vision enhance game performance and visual quality, respectively. UI and QA ensure seamless user experiences and bug-free gameplay, respectively. Game balance and character AI add depth and complexity to game mechanics. Machine learning models and neural networks facilitate intelligent decision-making, while social features and gameplay mechanics foster community engagement. Cloud gaming and streaming integration expand accessibility, and game physics engines and in-app purchases generate revenue. Game localization and multiplayer networking cater to diverse player bases, and performance benchmarking ensures optimal game performance. The ongoing interplay of these technologies shapes the market's dynamics, with new applications and innovations continually emerging.

    How is this Artificial Intelligence (AI) In Games Industry segmented?

    The artificial intelligence (ai) in games 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.

    Type
    
      AI enabled platforms
      AI enabled games
    
    
    Technology
    
      Machine learning
      Natural language processing
      Computer vision
      Robotics
    
    
    Game
    
      Action
      Adventure
      Casual
      Racing
      Simulation
      Sports
      Strategy
    
    
    Application
    
      Gameplay Optimization
      Character Behavior Generation
      Level Design
      Player Engagement
    
    
    End-User
    
      Developers
      Publishers
      Players
    
    
    Platform Type
    
      Console
      PC
      Mobile
      Cloud
    
    
    Geography
    
      North America
    
        US
        Mexico
    
    
      Europe
    
        France
        Germany
        UK
    
    
      Middle East and Africa
    
        UAE
    
    
      APAC
    
        Australia
        China
        India
        Japan
        South Korea
    
    
      South America
    
        Brazil
    
    
      Rest of World (ROW)
    

    By Type Insights

    The ai enabled platforms segment is estimated to witness significant growth during the forecast period.

    In the dynamic gaming industry, Artificial Intelligence (AI) is revolutionizing game development and player experience. AI technologies, including deep learning, reinforcement learning, and machine learning models, are integrated into various aspects of game creation. These tools enhance

  19. Macau SAR, China Gaming: Gross Revenue: Games of Fortune: Live Multi Game

    • ceicdata.com
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    CEICdata.com, Macau SAR, China Gaming: Gross Revenue: Games of Fortune: Live Multi Game [Dataset]. https://www.ceicdata.com/en/macau/gaming-statistics/gaming-gross-revenue-games-of-fortune-live-multi-game
    Explore at:
    Dataset provided by
    CEIC Data
    License

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

    Time period covered
    Jun 1, 2015 - Mar 1, 2018
    Area covered
    Macao
    Variables measured
    Tourism Statistics
    Description

    Macau Gaming: Gross Revenue: Games of Fortune: Live Multi Game data was reported at 661.000 MOP mn in Jun 2018. This records an increase from the previous number of 624.000 MOP mn for Mar 2018. Macau Gaming: Gross Revenue: Games of Fortune: Live Multi Game data is updated quarterly, averaging 504.500 MOP mn from Mar 2010 (Median) to Jun 2018, with 34 observations. The data reached an all-time high of 661.000 MOP mn in Jun 2018 and a record low of 22.000 MOP mn in Mar 2010. Macau Gaming: Gross Revenue: Games of Fortune: Live Multi Game data remains active status in CEIC and is reported by Gaming Inspection and Coordination Bureau. The data is categorized under Global Database’s Macau – Table MO.Q017: Gaming Statistics.

  20. Intensity of use of Internet, video streaming services and video gaming...

    • www150.statcan.gc.ca
    • open.canada.ca
    • +1more
    Updated Jul 20, 2023
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    Government of Canada, Statistics Canada (2023). Intensity of use of Internet, video streaming services and video gaming services by gender, age group and highest certificate, diploma or degree completed [Dataset]. http://doi.org/10.25318/221001360185-eng
    Explore at:
    Dataset updated
    Jul 20, 2023
    Dataset provided by
    Statistics Canadahttps://statcan.gc.ca/en
    Area covered
    Canada
    Description

    Percentage of Canadians' time spent online and using video streaming services and video gaming services, in a typical week.

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Statista (2025). U.S. video gamers who made social connections via gaming 2025 [Dataset]. https://www.statista.com/statistics/1340350/us-video-gaming-community-social-connections/
Organization logo

U.S. video gamers who made social connections via gaming 2025

Explore at:
Dataset updated
Jun 16, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Time period covered
Feb 11, 2025 - Feb 25, 2025
Area covered
United States
Description

Video gaming is a popular way for gamers to connect with friends and family, and many gamers have formed relationships through video games. During a February 2025 survey, 78 percent of responding gamers in the United States agreed that playing games can introduce people to new friends.

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