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

    • statista.com
    • ai-chatbox.pro
    Updated Feb 18, 2025
    + more versions
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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
    • ai-chatbox.pro
    Updated Oct 29, 2024
    + more versions
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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. S

    Board Game Statistics and Facts (2025)

    • sci-tech-today.com
    Updated Mar 27, 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
    Mar 27, 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.​

  4. Video gamers in the United States 2024, by age

    • statista.com
    Updated Aug 15, 2024
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    Statista (2024). Video gamers in the United States 2024, by age [Dataset]. https://www.statista.com/forecasts/1277856/video-game-users-age-market-usa
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    Dataset updated
    Aug 15, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jul 2023 - Jun 2024
    Area covered
    United States
    Description

    As of June 2024, 28 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.

  5. Most targeted gamers experiencing harassment while online gaming in the U.S....

    • statista.com
    Updated Apr 28, 2025
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    Statista (2025). Most targeted gamers experiencing harassment while online gaming in the U.S. 2023 [Dataset]. https://www.statista.com/statistics/1133194/harassment-video-games-identity/
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    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

    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, 48 percent of female gamers stated that they had suffered abused while online gaming based on their gender. Half of African American gamers stated the same.

  6. N

    Video Gaming Market Size and Share | Statistics - 2030

    • nextmsc.com
    csv, pdf
    Updated Dec 2024
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    Next Move Strategy Consulting (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 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.

  7. c

    Global Mobile Games market size is USD 100584.2 million in 2024.

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Mar 15, 2025
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    Cognitive Market Research (2025). Global Mobile Games market size is USD 100584.2 million in 2024. [Dataset]. https://www.cognitivemarketresearch.com/mobile-games-market-report
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Mar 15, 2025
    Dataset authored and provided by
    Cognitive Market Research
    License

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

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    According to Cognitive Market Research, the global Mobile Games market size is USD 100584.2 million in 2024. It will expand at a compound annual growth rate (CAGR) of 11.50% from 2024 to 2031.

    North America held the major market share for more than 40% of the global revenue with a market size of USD 40233.68 million in 2024 and will grow at a compound annual growth rate (CAGR) of 9.7% from 2024 to 2031.
    Europe accounted for a market share of over 30% of the global revenue with a market size of USD 30175.26 million.
    Asia Pacific held a market share of around 23% of the global revenue with a market size of USD 23134.37 million in 2024 and will grow at a compound annual growth rate (CAGR) of 13.5% from 2024 to 2031.
    Latin America had a market share for more than 5% of the global revenue with a market size of USD 5029.21 million in 2024 and will grow at a compound annual growth rate (CAGR) of 10.9% from 2024 to 2031.
    Middle East and Africa had a market share of around 2% of the global revenue and was estimated at a market size of USD 2011.68 million in 2024 and will grow at a compound annual growth rate (CAGR) of 11.2% from 2024 to 2031.
    The Android held the highest Mobile Games market revenue share in 2024.
    

    Market Dynamics of Mobile Games Market

    Key Drivers for Mobile Games Market

    Smartphone Proliferation to Increase the Demand Globally

    The proliferation of smartphones has been instrumental in the enlargement of the mobile gaming market. With smartphones becoming increasingly cheap and accessible, more people are able to personalize these powerful gadgets. This giant availability has created a large and various user base for cell video games. Additionally, the advanced skills of smartphones permit developers to create immersive and terrific gaming reports, further driving the marketplace's growth. As a result, the cellular gaming enterprise continues to thrive, supplying quite a few games to cater to the alternatives of thousands and thousands of users worldwide.

    Freemium Model to Propel Market Growth

    The freemium version, characterized by using free-get entry to fundamental gameplay with non-obligatory in-app purchases, has revolutionized the gaming industry. By presenting gamers with the danger of trying out games without preliminary funding, this model draws a broader target market. It lowers the barrier to access, enticing even casual game enthusiasts to discover diverse titles. Moreover, the freemium method fosters better stages of engagement, as players can spend money on improvements or additional content if they find the sport compelling. This version capitalizes on the psychology of customer conduct, encouraging endured play and probably producing full-size sales via in-app purchases from committed players. Overall, the freemium model has reshaped how video games are monetized and loved with the aid of gamers globally.

    Restraint Factor for the Mobile Games Market

    Data Consumption and Costs to Limit the Sales

    The records intake of cell games can pose a huge economic project for gamers, mainly those with confined statistics plans. As video games end up extra complicated and immersive, they regularly require sizable records usage for updates, multiplayer capabilities, and in-recreation content material downloads. For customers in areas with pricey or constrained information options, this can create a barrier to enjoying cellular gaming. The high prices related to information consumption may additionally force players to restrict their gameplay or choose less statistics-intensive sports. Consequently, disparities in getting entry to to low-cost statistics services can exacerbate inequalities in gaming reports, affecting people's ability to fully take part in the mobile gaming market and experience its advantages.

    Impact of Covid-19 on the Mobile Games Market

    The COVID-19 pandemic has had a profound impact on the cellular games marketplace. With human beings spending greater time interior due to lockdowns and social distancing measures, there has been a large surge in cellular gaming activity. This multiplied engagement has caused better downloads, longer play classes, and a boost in in-app purchases as individuals are seeking leisure and social connection from their gadgets. However, the monetary downturn as a consequence of the pandemic has additionally affected customer spending behavior, leading some players to be extra cautious with discretiona...

  8. Games Stores Distributed by Monthly Views

    • aftership.com
    Updated Jan 11, 2024
    + more versions
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    AfterShip (2024). Games Stores Distributed by Monthly Views [Dataset]. https://www.aftership.com/ecommerce/statistics/stores/games
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    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

    This chart provides a detailed overview of the number of Games online retailers by Monthly Views. Most Games stores' Monthly Views are Less than 100, there are 11.56K stores, which is 34.58% of total. In second place, 9K stores' Monthly Views are 100 to 1K, which is 26.94% of total. Meanwhile, 7.23K stores' Monthly Views are 1K to 10K, which is 21.65% of total. This breakdown reveals insights into Games stores distribution, providing a comprehensive picture of the performance and efficient of online retailer.

  9. Number of PC gamers worldwide 2008-2025, by category

    • statista.com
    Updated May 23, 2025
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    Statista (2025). Number of PC gamers worldwide 2008-2025, by category [Dataset]. https://www.statista.com/statistics/420628/pc-gamers-by-category/
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    Dataset updated
    May 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    In 2020, low-end Games-as-a-Service (GaaS) PC gaming had the biggest audience, reaching nearly 1.7 million users during the the period. The second-largest PC gaming category based on audience size was premium GaaS with about 359.6 million users. The Games-as-a-Service (GaaS) business model refers to live service games that are continuously monetized post-purchase via in-game features such as premium passes, extra online content, and special gaming modes in order to encourage players to keep playing. For example, live services accounted for the majority of video game publisher Electric Arts' quarterly net bookings.

    In total, there were 1.75 billion PC gamers worldwide in 2020.

  10. 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).

  11. Gaming Market will grow at a CAGR of 9.60% from 2024 to 2031.

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Mar 20, 2025
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    Cognitive Market Research (2025). Gaming Market will grow at a CAGR of 9.60% from 2024 to 2031. [Dataset]. https://www.cognitivemarketresearch.com/gaming-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Mar 20, 2025
    Dataset authored and provided by
    Cognitive Market Research
    License

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

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    According to Cognitive Market Research, the global gaming market will be USD 251269.0 million in 2024 and will expand at a compound annual growth rate (CAGR) of 9.60% from 2024 to 2031.

    North America held the major market of more than 40% of the global revenue with a market size of USD 100505.68 million in 2024 and will grow at a compound annual growth rate (CAGR) of 7.8% from 2024 to 2031.
    Europe accounted for a share of over 30% of the global market size of USD 75379.26 million.
    Asia Pacific held the market of around 23% of the global revenue with a market size of USD 57790.77 million in 2024 and will grow at a compound annual growth rate (CAGR) of 11.6% from 2024 to 2031.
    Latin America's market will have more than 5% of the global revenue with a market size of USD 12563.21 million in 2024 and will grow at a compound annual growth rate (CAGR) of 9.0% from 2024 to 2031.
    Middle East and Africa held the major market of around 2% of the global revenue with a market size of USD 5025.28 million in 2024 and will grow at a compound annual growth rate (CAGR) of 9.3% from 2024 to 2031.
    The smartphone held the highest share in the gaming market revenue share in 2024.
    

    Market Dynamics of Gaming Market

    Key Drivers of Gaming Market

    Increasing Inclination of Mobile Users toward Gaming to Provide Viable Market Output 
    

    The Gaming market is experiencing a surge driven by increasing efforts to achieve net zero emissions. With a global push towards sustainable energy solutions, hydrogen is emerging as a key player. Gaming plays a crucial role in storing and transporting hydrogen, making it essential to transition to cleaner energy sources. As industries and governments worldwide prioritize decarbonization, the demand for Gaming is expected to continue its upward trajectory.

    For instance, according to data issued by the International Telecommunication Union (ITU), in 2022, youth aged 15-24 were the driving force of connectivity, with 75% of young people worldwide now able to use the Internet, up from 72 percent in 2021.

    (Source: https://www.itu.int/en/mediacentre/Pages/PR-2022-11-30-Facts-Figures-2022.aspx )

    Advancement in Technology to Propel Market Growth
    

    Recent technological advancements, particularly in graphics processing units (GPUs), have revolutionized the gaming market. With the introduction of ray tracing and AI-driven graphics rendering, games now offer hyper-realistic visuals and immersive experiences. Additionally, advancements in cloud gaming services enable players to stream high-fidelity games on various devices without requiring expensive hardware. These technological strides redefine gaming, pushing boundaries and elevating the industry to new heights of innovation and entertainment.

    For instance, in June 2023, Electronics Art Inc. introduced Super Mega Baseball 4, the most delinquent addition to the favorably acclaimed Super Mega Baseball sequence. Super Mega Baseball 4 presents an upgrade in production, marking the most substantial advancement in the franchise's history.

    (Source: https://sg.finance.yahoo.com/news/electronic-arts-ea-launches-super-120100836.html )

    Restraint Factors Of Gaming Market

    Addiction Issues from Intense Gaming to Restrict Market Growth
    

    Addiction issues stemming from intense gaming have become prevalent, raising concerns about mental health and social repercussions. Despite this, the gaming market continues to expand rapidly, driven by technological advancements and a rising consumer base. However, it's imperative to exercise restraint, balancing gaming with other activities to maintain overall well-being. Moderation in gaming can safeguard against addiction-related issues, fostering healthier habits and promoting a more balanced lifestyle.

    Impact of COVID-19 on the Gaming Market

    The COVID-19 pandemic significantly impacted the gaming market, leading to a rise in need as people sought entertainment at home during lockdowns. With more time spent indoors, there was a notable increase in gaming hardware and software sales and online gaming subscriptions. This shift accelerated the industry's digital transformation, emphasizing the importance of virtual communities and online multiplayer experiences. Overall, COVID-19 catalyzed growth and innovation within the gaming sector. Introduction of the Gaming Market

    Gaming is playing an electronic video game, which is frequent...

  12. Macau SAR, China Gaming: Gross Revenue: Games of Fortune: Roulette

    • ceicdata.com
    Updated Jan 15, 2025
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    CEICdata.com (2025). Macau SAR, China Gaming: Gross Revenue: Games of Fortune: Roulette [Dataset]. https://www.ceicdata.com/en/macau/gaming-statistics/gaming-gross-revenue-games-of-fortune-roulette
    Explore at:
    Dataset updated
    Jan 15, 2025
    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: Roulette data was reported at 308.000 MOP mn in Jun 2018. This records an increase from the previous number of 273.000 MOP mn for Mar 2018. Macau Gaming: Gross Revenue: Games of Fortune: Roulette data is updated quarterly, averaging 198.000 MOP mn from Mar 2005 (Median) to Jun 2018, with 54 observations. The data reached an all-time high of 346.000 MOP mn in Sep 2014 and a record low of 43.000 MOP mn in Jun 2005. Macau Gaming: Gross Revenue: Games of Fortune: Roulette 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.

  13. Fighting Games Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Sep 23, 2024
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    Dataintelo (2024). Fighting Games Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/global-fighting-games-market
    Explore at:
    csv, pptx, pdfAvailable download formats
    Dataset updated
    Sep 23, 2024
    Dataset authored and provided by
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Fighting Games Market Outlook



    The global fighting games market size was valued at approximately USD 1.5 billion in 2023 and is projected to reach around USD 2.8 billion by 2032, growing at a compound annual growth rate (CAGR) of 7.5% during the forecast period. The growth factors driving this market include the increasing popularity of esports, advancements in gaming technology, and the rise in disposable incomes that allow more consumers to spend on entertainment products.



    One of the significant growth factors for the fighting games market is the increasing prevalence of esports tournaments. These competitions have turned casual gaming into a professional pursuit, attracting millions of viewers worldwide. The financial incentives and the fame associated with being a professional gamer have led to an uptick in the number of individuals dedicating themselves to mastering fighting games. Additionally, sponsorships and advertising revenue related to these tournaments contribute significantly to market growth.



    Advancements in gaming technology also play a critical role in the market's expansion. The introduction of next-generation consoles, virtual reality (VR), and augmented reality (AR) has elevated the gaming experience to new heights. Enhanced graphics, better frame rates, and more realistic physics make fighting games more immersive and engaging, encouraging gamers to invest in these new platforms. Moreover, innovations in artificial intelligence (AI) have led to more challenging and responsive non-player characters (NPCs), which improves the single-player experience.



    Another driving force is the rise in disposable incomes globally, particularly in emerging markets. With more financial freedom, consumers are increasingly willing to spend on leisure and entertainment products, including video games. This trend is not confined to any single region but is a global phenomenon, thereby broadening the market base for fighting games. Additionally, social factors such as the growing acceptance of gaming as a legitimate form of entertainment and a social activity further fuel market growth.



    Regionally, the Asia Pacific is emerging as a key market, driven by countries like China, Japan, and South Korea, where gaming culture is deeply ingrained. These countries have robust gaming ecosystems that include game development companies, esports teams, and streaming platforms. In contrast, North America and Europe are also significant markets, with a growing number of professional esports organizations and a mature gaming community. Latin America and the Middle East & Africa are witnessing steady growth as well, albeit at a slower pace.



    Platform Analysis



    The platform segment of the fighting games market is categorized into console, PC, and mobile. Each platform has its unique set of characteristics and target audiences, contributing to the market's overall growth. Console gaming has traditionally been the cornerstone of the fighting games market. With the launch of next-generation consoles from major players like Sony, Microsoft, and Nintendo, the console segment continues to thrive. These consoles offer superior graphics, enhanced processing power, and seamless online multiplayer capabilities, which are particularly appealing for fighting games that require precision and fast response times.



    PC gaming is another significant segment, offering a highly customizable and versatile platform for fighting games. The flexibility of PCs allows gamers to modify hardware and software settings to suit their playing style and preferences. High-end gaming PCs provide superior graphics and performance, which enhances the gaming experience. Furthermore, the rise of digital distribution platforms like Steam and Epic Games Store has made it easier for gamers to access a wide range of fighting games, often at competitive prices.



    Mobile gaming is the fastest-growing segment within the platform category. The ubiquity of smartphones and tablets has made mobile gaming accessible to a broader audience. Advances in mobile technology, including better processors and graphics capabilities, have made it possible to develop complex and visually stunning fighting games for mobile platforms. Additionally, mobile games often incorporate social features and microtransactions, which enhance player engagement and generate additional revenue streams for developers.



    The cross-platform play is becoming increasingly popular, allowing gamers on different platforms to compete against each other. This feature not only broade

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

    • statista.com
    Updated Jun 18, 2024
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    Statista (2024). 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/
    Explore at:
    Dataset updated
    Jun 18, 2024
    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.

  15. Online Smartphone And Tablet Games Market Analysis APAC, North America,...

    • technavio.com
    Updated Jul 15, 2024
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    Technavio (2024). Online Smartphone And Tablet Games Market Analysis APAC, North America, Europe, Middle East and Africa, South America - China, US, Japan, South Korea, Germany - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/online-smartphone-and-tablet-games-market-industry-analysis
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    Dataset updated
    Jul 15, 2024
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Europe, China, Germany, Japan, South Korea, United States, Global
    Description

    Snapshot img

    Online Smartphone And Tablet Games Market Size 2024-2028

    The online smartphone and tablet games market size is forecast to increase by USD 42.6 billion at a CAGR of 14.74% between 2023 and 2028.

    The market is witnessing significant growth due to several key trends. The increasing adoption of mobile gaming among the youth demographic is driving market growth. Moreover, the surge in popularity of cloud-based gaming applications allows users to access high-quality games without the need for expensive computer hardware. However, concerns around data security remain a challenge for the market. The implementation of blockchain technology and artificial intelligence can help mitigate these concerns. 
    Additionally, the integration of augmented reality and virtual reality in games is expected to further boost market growth. As machine learning algorithms improve, games are becoming more immersive and interactive, providing a more engaging experience for users.
    Despite these growth factors, the lack of social interaction in online games is a potential challenge that needs to be addressed to retain user engagement. Overall, the market is poised for continued growth, with innovative technologies and consumer demand driving the industry forward.
    

    What will be the Size of the Online Smartphone And Tablet Games Market During the Forecast Period?

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    The market represents a significant segment of the global interactive entertainment systems industry. With the proliferation of mobile devices such as smartphones and tablets, the market has experienced exponential growth in recent years. Smartphone game providers continue to innovate, offering user-friendly interfaces and advanced mobile development platforms that cater to diverse gaming genres, including augmented reality, multiplayer games, location-based games, simulation games, action, and virtual reality. These digital games are accessible via app stores and online platforms, enabling seamless integration with console-based gaming experiences. 
    Encryption-based security measures ensure the protection of user data and financial transactions. The market's size and direction reflect the increasing popularity of mobile gaming, which is poised to surpass traditional console gaming in terms of user engagement and revenue generation.
    

    How is this Online Smartphone And Tablet Games Industry segmented and which is the largest segment?

    The online smartphone and tablet games industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD billion' for the period 2024-2028, as well as historical data from 2018-2022 for the following segments.

    Device
    
      Smartphone
      Tablet
    
    
    Geography
    
      APAC
    
        China
        Japan
        South Korea
    
    
      North America
    
        US
    
    
      Europe
    
        Germany
    
    
      Middle East and Africa
    
    
    
      South America
    

    By Device Insights

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

    The global market for online smartphone and tablet games is experiencing significant growth, driven by the increasing prevalence of mobile devices as primary Internet access points. With each new smartphone release, devices become more advanced and powerful, enabling users to easily access and play a wide range of interactive entertainment systems, including casual, social, first-person shooter, role-playing, and multiplayer games. Cloud gaming and 5G networks enable seamless gameplay, while encryption-based security and user-friendly interfaces prioritize data privacy and security concerns. Mobile development platforms, such as Android, support the creation and distribution of games through app stores and online platforms. The iGaming industry, including mobile slots and in-app purchases, is a major contributor to market revenue.

    As data privacy and storage become increasingly important, machine learning and artificial intelligence technologies are being integrated into gaming apps to enhance user experiences. However, concerns around crypto crime and digital games' impact on youth remain areas of focus for regulators and industry experts.

    Get a glance at the Online Smartphone And Tablet Games Industry report of share of various segments Request Free Sample

    The Smartphone segment was valued at USD 27.20 billion in 2018 and showed a gradual increase during the forecast period.

    Regional Analysis

    APAC is estimated to contribute 57% to the growth of the global market during the forecast period.
    

    Technavio's analysts have elaborately explained the regional trends and drivers that shape the market during the forecast period.

    For more insights on the market share of various regions, Request Free Sample

    The market in APAC is projected to experience significant growth in 2023, driven by the expansion of 5G networks and increasing penetration of key companies.

  16. 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/
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    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...

  17. t

    Gaming Global Market Report 2025

    • thebusinessresearchcompany.com
    pdf,excel,csv,ppt
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    The Business Research Company, Gaming Global Market Report 2025 [Dataset]. https://www.thebusinessresearchcompany.com/report/gaming-global-market-report
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    pdf,excel,csv,pptAvailable download formats
    Dataset authored and provided by
    The Business Research Company
    License

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

    Description

    Global Gaming market size is expected to reach $562.87 billion by 2029 at 13%, mobile revolution fuel the gaming market's meteoric rise

  18. M

    Macau SAR, China Gaming: Betting Amount: Instant Lottery

    • ceicdata.com
    Updated May 30, 2018
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    CEICdata.com (2018). Macau SAR, China Gaming: Betting Amount: Instant Lottery [Dataset]. https://www.ceicdata.com/en/macau/gaming-statistics
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    Dataset updated
    May 30, 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
    Jun 1, 2015 - Mar 1, 2018
    Area covered
    Macao
    Variables measured
    Tourism Statistics
    Description

    Gaming: Betting Amount: Instant Lottery data was reported at 0.000 MOP mn in Sep 2018. This records a decrease from the previous number of 0.000 MOP mn for Jun 2018. Gaming: Betting Amount: Instant Lottery data is updated quarterly, averaging 0.001 MOP mn from Mar 2005 (Median) to Sep 2018, with 54 observations. The data reached an all-time high of 0.020 MOP mn in Jun 2006 and a record low of 0.000 MOP mn in Dec 2007. Gaming: Betting Amount: Instant Lottery 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.

  19. 27 Gaming Monitor Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Jan 7, 2025
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    Dataintelo (2025). 27 Gaming Monitor Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/27-gaming-monitor-market
    Explore at:
    pptx, csv, pdfAvailable download formats
    Dataset updated
    Jan 7, 2025
    Dataset authored and provided by
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    27 Gaming Monitor Market Outlook



    The global market size for gaming monitors was valued at USD 12.5 billion in 2023 and is projected to reach approximately USD 35.2 billion by 2032, growing at a compound annual growth rate (CAGR) of 12.1% during the forecast period. One of the primary growth factors propelling this market is the increasing demand for immersive gaming experiences, driven by advancements in gaming technologies and rising disposable incomes among young consumers globally.



    The surge in the popularity of esports and professional gaming has significantly boosted the demand for high-performance gaming monitors. Esports tournaments attract millions of viewers worldwide, leading to increased investments from sponsors and advertisers, which in turn fuels the demand for advanced gaming hardware. Professional gamers and esports enthusiasts require monitors with high refresh rates, low response times, and superior color accuracy to gain a competitive edge, thereby creating a substantial market for high-end gaming monitors.



    Technological advancements in display technologies are further driving the growth of the gaming monitor market. Innovations such as OLED panels, higher refresh rates (up to 360Hz), and high dynamic range (HDR) are enhancing the visual experience, making games more realistic and engaging. Additionally, the integration of adaptive sync technologies like NVIDIA G-Sync and AMD FreeSync helps eliminate screen tearing and stuttering, providing a smoother gaming experience. These technological enhancements are crucial in attracting both casual and professional gamers.



    The introduction of 360Hz Monitor technology marks a significant leap forward in the gaming monitor market. These monitors are specifically designed to cater to the needs of professional gamers and esports athletes who demand the highest levels of performance. With a refresh rate of 360Hz, these monitors offer unparalleled smoothness and responsiveness, allowing gamers to experience every frame with clarity and precision. This technology is particularly beneficial in fast-paced competitive games where every millisecond counts. As the esports industry continues to grow, the demand for 360Hz monitors is expected to rise, despite their current niche status due to high costs and limited availability.



    The increasing consumer preference for larger screens and higher resolutions is another critical factor contributing to the market's expansion. Gamers are increasingly opting for monitors with resolutions ranging from Full HD to 4K and even 8K to achieve sharper and more detailed visuals. Moreover, curved monitors are gaining popularity for their ability to offer a more immersive viewing experience by reducing distortion and providing a wider field of view.



    Regionally, the Asia Pacific market is expected to witness significant growth due to the high concentration of gaming enthusiasts and the presence of major gaming monitor manufacturers in countries like China, Japan, and South Korea. The North American market also holds a substantial share, driven by a strong gaming culture, high disposable incomes, and early adoption of advanced technologies. Europe follows closely, with a growing number of esports tournaments and a rising gamer population driving the demand for gaming monitors.



    Panel Type Analysis



    Gaming monitors are available in various panel types, each offering unique attributes that cater to different gaming needs. In-Plane Switching (IPS) panels are renowned for their superior color accuracy and wide viewing angles, making them a popular choice among gamers who prioritize visual quality and color fidelity. The IPS segment is expected to grow significantly as gaming becomes more visually demanding, with titles offering rich, detailed graphics.



    Twisted Nematic (TN) panels are valued for their fast response times and high refresh rates, which are crucial for competitive gaming where every millisecond counts. Although TN panels may not offer the same color richness as IPS panels, their performance in fast-paced games makes them a staple among professional gamers and esports enthusiasts. The TN segment continues to maintain a robust market presence due to its affordability and performance advantages.



    Vertical Alignment (VA) panels strike a balance between IPS and TN panels, offering better color reproduction than TN and faster response times than IPS. VA panels are favored for their

  20. Top 1500 games on steam by revenue 09-09-2024

    • kaggle.com
    Updated Sep 11, 2024
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    Ali Cem Topcu (2024). Top 1500 games on steam by revenue 09-09-2024 [Dataset]. https://www.kaggle.com/datasets/alicemtopcu/top-1500-games-on-steam-by-revenue-09-09-2024
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Sep 11, 2024
    Dataset provided by
    Kaggle
    Authors
    Ali Cem Topcu
    License

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

    Description

    This is my first data set that I upload to Kaggle, I hope people who collobrate or use this data enjoys it lasts Till this day I haven't seen much detailed datasets about game and games industry. I felt like I need to start it some where were gamers, game companies and gaming enthusiast who are interested in game data analytics can benefit from. firstly I must give a big tanks to gamalytic.com from where I downloaded this data freely from.

    About this data set: This dataset contains comprehensive information on the top 1500 games released on Steam between January 1, 2024, and September 9, 2024. Aggregated from 30 separate files, and combined into a single dataset. Minor adjustments were made, such as aligning game release dates for consistency.

    Key Features: Game Details: Includes titles, release dates, and developer/publisher information. Sales and Revenue: Tracks the number of copies sold, revenue generated, and pricing details. Player Engagement: Provides average playtime, peak player counts, and other user engagement metrics. Reviews and Scores: Features review scores and ratings. Dynamic Market Data: Offers insights into game performance trends over time, such as sales rank and price fluctuations.

    This dataset can be useful for:

    Game Developers: Understanding market trends, competitor analysis, and consumer behavior. Data Scientists: Exploring various data analysis techniques, including regression analysis, clustering, and time-series forecasting. Researchers: Analyzing game industry patterns and the impact of game characteristics on sales and user engagement.

Share
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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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Global gaming penetration Q3 2024, by age and gender

Explore at:
14 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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