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. m

    Video Game Statistics and Facts

    • market.biz
    Updated Aug 11, 2025
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    Market.biz (2025). Video Game Statistics and Facts [Dataset]. https://market.biz/video-game-statistics/
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    Dataset updated
    Aug 11, 2025
    Dataset provided by
    Market.biz
    License

    https://market.biz/privacy-policyhttps://market.biz/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    North America, Africa, South America, ASIA, Europe, Australia
    Description

    Introduction

    Video Game Statistics: The video game industry has evolved from a niche hobby into a global entertainment giant, impacting technology, culture, and economics. With millions of players across the globe and a market worth billions, understanding video game statistics is vital for developers, investors, marketers, and enthusiasts.

    These statistics offer valuable insights into player behavior, market trends, sales performance, and emerging technologies, enabling the identification of patterns, forecasting growth, and shaping strategies within the industry. This statistics will delve into the latest trends in video game sales, platform popularity, gamer engagement, and industry innovations, providing a data-driven overview of the gaming landscape today and in the future.

  3. 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.

  4. Steam Video Game and Bundle Data

    • kaggle.com
    Updated Oct 29, 2023
    + more versions
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    Ahmad (2023). Steam Video Game and Bundle Data [Dataset]. https://www.kaggle.com/datasets/pypiahmad/steam-video-game-and-bundle-data
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Oct 29, 2023
    Dataset provided by
    Kagglehttp://kaggle.com/
    Authors
    Ahmad
    License

    Apache License, v2.0https://www.apache.org/licenses/LICENSE-2.0
    License information was derived automatically

    Description

    This dataset encompasses reviews from the Steam video game platform along with information about bundled games. It entails user reviews, purchases, plays, recommendations, product bundles, and pricing information.

    Basic Statistics: - Reviews: 7,793,069 - Users: 2,567,538 - Items: 15,474 - Bundles: 615

    Metadata: - Reviews - Purchases, Plays, Recommends ("likes") - Product Bundles - Pricing Information

    Example (Bundle): json { 'bundle_final_price': '$29.66', 'bundle_url': 'http://store.steampowered.com/bundle/1482/?utm_source=SteamDB...', 'bundle_price': '$32.96', 'bundle_name': 'Two Tribes Complete Pack!', 'bundle_id': '1482', 'items': [ { 'genre': 'Casual, Indie', 'item_id': '38700', 'discounted_price': '$4.99', 'item_url': 'http://store.steampowered.com/app/38700', 'item_name': 'Toki Tori' }, { 'genre': 'Adventure, Casual, Indie', 'item_id': '201420', 'discounted_price': '$14.99', 'item_url': 'http://store.steampowered.com/app/201420', 'item_name': 'Toki Tori 2+' }, { 'genre': 'Strategy, Indie, Casual', 'item_id': '38720', 'discounted_price': '$4.99', 'item_url': 'http://store.steampowered.com/app/38720', 'item_name': 'RUSH' }, { 'genre': 'Action, Indie', 'item_id': '38740', 'discounted_price': '$7.99', 'item_url': 'http://store.steampowered.com/app/38740', 'item_name': 'EDGE' } ], 'bundle_discount': '10%' }

    Citation: - Self-attentive sequential recommendation, Wang-Cheng Kang, Julian McAuley, ICDM, 2018 [pdf] - Item recommendation on monotonic behavior chains, Mengting Wan, Julian McAuley, RecSys, 2018 [pdf] - Generating and personalizing bundle recommendations on Steam, Apurva Pathak, Kshitiz Gupta, Julian McAuley, SIGIR, 2017 [pdf]

  5. d

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

    • catalog.data.gov
    • datasets.ai
    • +2more
    Updated Jun 5, 2025
    + more versions
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    Agricultural Research Service (2025). Data from: The influence of active video game play upon physical activity and screen-based activities in sedentary children [Dataset]. https://catalog.data.gov/dataset/data-from-the-influence-of-active-video-game-play-upon-physical-activity-and-screen-based--33694
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    Dataset updated
    Jun 5, 2025
    Dataset provided by
    Agricultural Research Service
    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).

  6. o

    Video game players and their environmental perception and behaviors

    • osf.io
    Updated Apr 1, 2022
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    Manh-Toan Ho; Minh-Hoang Nguyen; Viet-Phuong La; Thanh-Hang Pham; Quan-Hoang Vuong (2022). Video game players and their environmental perception and behaviors [Dataset]. http://doi.org/10.17605/OSF.IO/P8U9C
    Explore at:
    Dataset updated
    Apr 1, 2022
    Dataset provided by
    Center For Open Science
    Authors
    Manh-Toan Ho; Minh-Hoang Nguyen; Viet-Phuong La; Thanh-Hang Pham; Quan-Hoang Vuong
    License

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

    Description

    Video gaming has been rising rapidly to become one of the primary entertainment media, especially during the COVID-19 pandemic. Playing video games has been reported to associate with many psychological and behavioral traits. However, little is known about the connections between game players' behaviors in the virtual environment and environmental perceptions. Thus, the current data set offers valuable resources regarding environmental worldviews and behaviors in the virtual world of 640 Animal Crossing: New Horizons (ACNH) game players from 29 countries around the globe. The data set consists of six major categories: 1) socio-demographic profile, 2) COVID-19 concern, 3) environmental perception, 4) game-playing habit, 5) in-game behavior, and 6) game-playing feeling. By making this data set open, we aim to provide policymakers, game producers, and researchers with valuable resources for understanding the interactions between behaviors in the virtual world and environmental perceptions, which could help produce video games in compliance with the United Nations (UN) Sustainable Development Goals.

    See more: https://doi.org/10.1162/dint_a_00111

    Other repository: Quan-Hoang Vuong; Manh-Toan Ho; Viet-Phuong La; Tam-Tri Le; Thanh Huyen T. Nguyen; Minh-Hoang Nguyen. A multinational dataset of game players’ behaviors in a virtual world and environmental perceptions(V1). 2021. Science Data Bank. 2021-10-09. cstr:31253.11.sciencedb.j00104.00098; https://datapid.cn/31253.11.sciencedb.j00104.00098

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

    • statista.com
    Updated Jul 10, 2025
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    Statista (2025). Monthly revenue of the U.S. video game industry 2017-2025, by segment [Dataset]. https://www.statista.com/statistics/201073/revenue-of-the-us-video-game-industry-by-segment/
    Explore at:
    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2017 - May 2025
    Area covered
    United States
    Description

    In April 2025, total video games sales in the United States amounted to **** billion U.S. dollars, representing a one percent year-over-year increase. Generally speaking, the video game industry has its most important months in November and December, as video game software and hardware make very popular Christmas gifts. In December 2024, total U.S. video game sales surpassed **** billion U.S. dollars. Birth of the video game industry Although the largest regional market in terms of sales, as well as number of gamers, is Asia Pacific, the United States is also an important player within the global video games industry. In fact, many consider the United States as the birthplace of gaming as we know it today, fueled by the arcade game fever in the ’60s and the introduction of the first personal computers and home gaming consoles in the ‘70s. Furthermore, the children of those eras are the game developers and game players of today, the ones who have driven the movement for better software solutions, better graphics, better sound and more advanced interaction not only for video games, but also for computers and communication technologies of today. An ever-changing market However, the video game industry in the United States is not only growing, it is also changing in many ways. Due to increased internet accessibility and development of technologies, more and more players are switching from single-player console or PC video games towards multiplayer games, as well as social networking games and last, but not least, mobile games, which are gaining tremendous popularity around the world. This can be evidenced in the fact that mobile games accounted for ** percent of the revenue of the games market worldwide, ahead of both console games and downloaded or boxed PC games.

  8. 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.

  9. Video Game Market Analysis, Size, and Forecast 2025-2029: North America (US...

    • technavio.com
    Updated Jan 15, 2025
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    Technavio (2025). Video Game Market Analysis, Size, and Forecast 2025-2029: North America (US and Canada), Europe (France, Germany, Italy, and UK), Middle East and Africa (Egypt, KSA, Oman, and UAE), APAC (China, India, and Japan), South America (Argentina and Brazil), and Rest of World (ROW) [Dataset]. https://www.technavio.com/report/video-game-market-industry-size-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

    Video Game Market Size 2025-2029

    The video game market size is forecast to increase by USD 111.7 billion, at a CAGR of 8.6% between 2024 and 2029.

    The market is experiencing significant growth, driven by the increasing penetration of smartphones and improving internet access worldwide. This digital transformation has expanded the gaming audience beyond traditional demographics, with an increasing number of women embracing gaming. However, the market faces a notable challenge that is the escalating cost of game development. To remain competitive, companies must continuously innovate and invest in advanced technologies, such as virtual reality and artificial intelligence, to create immersive gaming experiences.
    Additionally, the growing demand for mobile games necessitates a focus on cross-platform compatibility and adaptive game design. Companies that successfully navigate these challenges and cater to the evolving needs of diverse gaming demographics will thrive in this dynamic market.
    

    What will be the Size of the Video Game 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 various sectors. Simulation games, esports organizations, and AAA titles coexist, each presenting unique challenges and opportunities. Competitor analysis is crucial for game publishers seeking to optimize player engagement and revenue generation. Real-time strategy (RTS) games and monetization strategies, such as in-app purchases and subscription models, are key areas of focus. Game studios invest in intellectual property (IP) development, leveraging game engines like Unreal and Unity for game development and user interface (UI) design. Augmented reality (AR) and virtual reality (VR) technologies, along with cloud gaming, are transforming the gaming landscape.

    Player retention is a top priority, with game updates, social media, and game streaming platforms playing essential roles. Game testing, network programming, and AI programming ensure optimal user experience (UX). Character modeling, fighting games, and puzzle games cater to diverse target audiences, while game design documents guide game development processes. PC gaming and console gaming continue to dominate, with mobile devices expanding the market reach. Game physics, sound design, and level design are integral components of game development. Game marketing strategies, player communities, and online forums foster user engagement. Game localization and quality assurance (QA) processes ensure global accessibility and product excellence.

    The continuous unfolding of market activities and evolving patterns underscore the dynamic nature of the video game industry.

    How is this Video Game Industry segmented?

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

    Platform
    
      PlayStation
      Xbox
      Nintendo
      PC (Steam, Epic Games Store, etc.)
      Mobile (iOS, Android)
    
    
    Type
    
      Offline
      Online
    
    
    End-User
    
      Hardcore Gamers
      Casual Gamers
      Esports Enthusiasts
    
    
    Revenue Model
    
      Game Sales (Digital & Physical)
      In-Game Purchases
      Subscriptions
      Advertising
    
    
    Geography
    
      North America
    
        US
        Canada
    
    
      Europe
    
        France
        Germany
        Italy
        UK
    
    
      Middle East and Africa
    
        Egypt
        KSA
        Oman
        UAE
    
    
      APAC
    
        China
        India
        Japan
    
    
      South America
    
        Argentina
        Brazil
    
    
      Rest of World (ROW)
    

    By Platform Insights

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

    The market encompasses various segments, including sports games, data analytics, game engines, user interface (UI), game development, augmented reality (AR), game controllers, game testing, game art, subscription models, and console gaming. In 2024, the mobile devices segment was the largest and continues to be the leading segment in the market, with over 3.5 billion smartphone and tablet users worldwide. Mobile games cater to a broader audience, including casual gamers, as they are typically smaller in scale and complexity and can be played in short bursts. The market's growth is driven by advancements in technology, increasing consumer demand, and the integration of social media and streaming platforms. Game development companies invest in AI programming, game physics, and game engines like Unreal Engine to create immersive and harmonious gaming experiences. They also focus on player engagement, player retention, and monetization strategies, including in-app purchases, subscription models, and advertising.

    Game publishers collaborate wit

  10. Positive experiences while video gaming in the U.S. 2021, by game

    • statista.com
    Updated Apr 28, 2025
    + more versions
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    Statista (2025). Positive experiences while video gaming in the U.S. 2021, by game [Dataset]. https://www.statista.com/statistics/1133170/positive-experiences-video-game/
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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, 93 percent of respondents who played Minecraft stated that they had positive social experiences in the game. Positive in-game experiences include helping other players, making friends, and feeling the belonging to a community.

  11. U.S. video game sales 2018, by gender

    • statista.com
    Updated Jul 27, 2022
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    Statista (2022). U.S. video game sales 2018, by gender [Dataset]. https://www.statista.com/statistics/189592/breakdown-of-us-video-game-sales-2009-by-genre/
    Explore at:
    Dataset updated
    Jul 27, 2022
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2018
    Area covered
    United States
    Description

    The graph shows the distribution of U.S. video game sales by genre. In 2018, 11.1 percent of all video games sold in the United States were sports games.

  12. 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.

  13. 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
    Explore at:
    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.

  14. 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/
    Explore at:
    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">
  15. f

    Data file for the study from Violent video game engagement is not associated...

    • rs.figshare.com
    bin
    Updated Jun 4, 2023
    + more versions
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    Andrew K. Przybylski; Netta Weinstein (2023). Data file for the study from Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report [Dataset]. http://doi.org/10.6084/m9.figshare.7687226.v1
    Explore at:
    binAvailable download formats
    Dataset updated
    Jun 4, 2023
    Dataset provided by
    The Royal Society
    Authors
    Andrew K. Przybylski; Netta Weinstein
    License

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

    Description

    In this study, we investigated the extent to which adolescents who spend time playing violent video games exhibit higher levels of aggressive behaviour when compared with those who do not. A large sample of British adolescent participants (n = 1004) aged 14 and 15 years and an equal number of their carers were interviewed. Young people provided reports of their recent gaming experiences. Further, the violent contents of these games were coded using official E.U. and US ratings, and carers provided evaluations of their adolescents' aggressive behaviours in the past month. Following a preregistered analysis plan, multiple regression analyses tested the hypothesis that recent violent game play is linearly and positively related to carer assessments of aggressive behaviour. Results did not support this prediction, nor did they support the idea that the relationship between these factors follows a nonlinear parabolic function. There was no evidence for a critical tipping point relating violent game engagement to aggressive behaviour. Sensitivity and exploratory analyses indicated these null effects extended across multiple operationalizations of violent game engagement and when the focus was on another behavioural outcome, namely, prosocial behaviour. The discussion presents an interpretation of this pattern of effects in terms of both the ongoing scientific and policy debates around violent video games, and emerging standards for robust evidence-based policy concerning young people's technology use.

  16. m

    Data from: The impact of time devoted to video games on student achievement...

    • data.mendeley.com
    Updated May 16, 2022
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    Slobodan Adžić (2022). The impact of time devoted to video games on student achievement dataset [Dataset]. http://doi.org/10.17632/dcp9zb7scx.1
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    Dataset updated
    May 16, 2022
    Authors
    Slobodan Adžić
    License

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

    Description

    Dataset for the article "The impact of time devoted to video games on student achievement" consists of an SPSS database, questionnaire, Google Forms survey, and a Scimago Grafica graph.

  17. Share of U.S. adults playing video games 2020-2024

    • statista.com
    Updated Jul 1, 2025
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    Statista (2025). Share of U.S. adults playing video games 2020-2024 [Dataset]. https://www.statista.com/statistics/499703/share-consumers-ever-play-video-games-by-age-usa/
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    Dataset updated
    Jul 1, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Mar 22, 2024 - Mar 29, 2024
    Area covered
    United States
    Description

    According to a survey conducted in March 2024, 76 percent of adults in the United States played video games on at least one platform. In comparison, 24 percent of U.S. adults did not play video games at all.

  18. Consumer spending on video game content in the U.S. 2010-2024

    • statista.com
    Updated Jun 26, 2025
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    Statista (2025). Consumer spending on video game content in the U.S. 2010-2024 [Dataset]. https://www.statista.com/statistics/252457/consumer-spending-on-video-games-in-the-us/
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    Dataset updated
    Jun 26, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    In 2024, total U.S. consumer spending on video game content amounted to **** billion U.S. dollars, a significant increase from ***** billion U.S. dollars in the preceding year. Video game spending surged in 2021 due to the COVID-19 pandemic.

  19. h

    rawg-games-dataset

    • huggingface.co
    Updated Jul 19, 2025
    + more versions
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    Atalay Denknalbant (2025). rawg-games-dataset [Dataset]. https://huggingface.co/datasets/atalaydenknalbant/rawg-games-dataset
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    Dataset updated
    Jul 19, 2025
    Authors
    Atalay Denknalbant
    License

    https://choosealicense.com/licenses/cc0-1.0/https://choosealicense.com/licenses/cc0-1.0/

    Description

    Description

    RAWG Games Dataset video game records data gathered directly from the RAWG API. It includes essential fields such as game id, title, release date, rating, genres, platforms, descriptive tags, Metacritic score, developers, publishers, playtime, and a detailed description. The data was collected to support studies, trend analysis, and insights into the gaming industry. Each field is aligned with the specifications provided in the RAWG API documentation.… See the full description on the dataset page: https://huggingface.co/datasets/atalaydenknalbant/rawg-games-dataset.

  20. Which Country Exports the Most Video Games in the World? - News and...

    • indexbox.io
    doc, docx, pdf, xls +1
    Updated Aug 1, 2025
    + more versions
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    IndexBox Inc. (2025). Which Country Exports the Most Video Games in the World? - News and Statistics - IndexBox [Dataset]. https://www.indexbox.io/blog/which-country-exports-the-most-video-games-in-the-world/
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    doc, pdf, docx, xls, xlsxAvailable download formats
    Dataset updated
    Aug 1, 2025
    Dataset provided by
    IndexBox
    Authors
    IndexBox Inc.
    License

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

    Time period covered
    Jan 1, 2012 - Aug 1, 2025
    Area covered
    World, World
    Variables measured
    Market Size, Market Share, Tariff Rates, Average Price, Export Volume, Import Volume, Demand Elasticity, Market Growth Rate, Market Segmentation, Volume of Production, and 4 more
    Description

    In 2016, the global video game imports amounted to 565K tons, ascending by 4% against the previous year figure. In general, video game imports continue to indicate a pronounced setback. The most pro...

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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

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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.

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