In January 2023, gaming platform and digital storefront Steam reported 33 million peak concurrent players, up from 30 million peak concurrent players in the preceding year. Steam is one of the leading platforms for digital gaming purchases worldwide.
This database contains the number of in-game players and the total number of users on the Steam platform between 2004 and August 2020, daily periodicity; however, the data is incomplete in the first years, the most complete period seems to be for the last three years. The source of the data is steamdb.info/app/753/graphs/ accessed on 23 August 2020. I uploaded it as I was in need of an interesting database to run a Time Series model, so it can be useful for this.
The online gaming platform, Steam, was first released by the Valve Corporation in 2003. What started off as a small platform for Valve to provide updates to its games has turned into the largest computer gaming platform in the world. The platform initially released just 65 games in 2004, but this number has progressively risen in the ensuing years, reaching a staggering 15,422 in 2024, up from 9,204 in 2020. Steam’s PC dominance When you think of PC gaming, you automatically think of Steam. With such a wide range of games on offer, from traditional online multiplayer shooters to farming simulators, there is something for every gaming taste on the platform. As a result, gamers flock to Steam in their millions, with the platform registering over 132 million monthly active users in 2021. The global nature of the platform can be seen by the wide range of languages spoken by its users. Whilst English was the most spoken language for most of the platform's history, this changed as over 33 percent of users in October 2024 claimed Chinese as their platform language. Steam’s biggest games Counter Strike 2 was the most popular game on Steam during 2024. The first-person shooter averaged almost 685,000 players per hour, a significant lead over its successor, Counter-Strike 2. The game was also third among the 2024 list for peak number of concurrent players — CS2 reached over 1.74 million players in a single hour in its peak, with Black Myth: Wukong claiming first place with over 2.4 million peak concurrent players.
In September 2023, Counter-Strike: Global Offensive (CS:GO) was upgraded to Counter-Strike 2. As of April 2025, Counter-Strike 2 had 1.8 million peak concurrent players on Steam, slightly down from the peak marked in the previous month. CS2 completely replaced CSGO on Steam. Counter Strike still going strong Despite the fact that CS:GO was in August 2012, the game was very popular online and has developed a cult following until its replacement by Counter-Strike 2. CS2 is the fifth game in the Counter-Strike series of games. As with its predecessors, the game takes the form of a multiplayer first-person shooter in which two teams are pitted against each other in various different game modes. After more than a decade, the game's sequel was published on Steam. Not just a game for the gamers While millions of gamers have fun playing Counter-Strike, millions more watch official tournaments online. With such a large fanbase, it is unsurprising that these eSports tournaments are worth big money. The annual cumulative tournament prize pool for the game stood at 20.83 million U.S. dollars in 2024, an increase from the previous year. Gamers are therefore in line for big paydays if they do well in these tournaments, with Danil Kryshkovets, known by his online alias donk, being the top-earning Counter-Strike 2 eSports player worldwide.
Counter-Strike 2 was the most popular game on Steam in July 2025. The tactical first-person shooter game racked up an impressive 917,677 average concurrent players per week, which was more than competing titles Dota 2, PUBG: BATTLEGROUNDS, and Marvel Rivals did. What is Steam? Steam is one of the top-grossing digital gaming content platforms worldwide. Initially created by Valve Corporation to update games such as Counter-Strike in 2003, the service has since expanded to include games from third-party developers and publishers. The platform also offers multiplayer gaming, digital rights management, social networking, and video streaming services, drawing millions of users from around the world each day. In 2023, the number of peak concurrent Steam users hit 33 million, gaining roughtly three million users per year. Counter Strike strikes again Counter-Strike 2 is a multiplayer first-person shooter game that pits two teams of terrorists and counter-terrorists against each other in different objective-based game modes. As the fifth game in the top-rated Counter-Strike series, CS2 was released as a direct successor to Counter-Strike: Global Offensive. The game was released in 2023 as an updated version of CS:GO. In 2024, Counter-Strike 2 came third in the ranking of most played games on Steam at more than 1.7 million peak concurrent players.
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Dataset Card for Steam User Bans
Dataset Summary
This dataset contains information about 476,694 Steam users, including their profile details, ban status, and gaming activity. The data was collected from the Steam platform and includes information such as Steam ID, profile URL, username, avatar, account creation date, visibility state, VAC and game bans, economy ban status, time since last ban, Steam level, friend count, game count, total playtime, and CS2 playtime.… See the full description on the dataset page: https://huggingface.co/datasets/nyuuzyou/steambans.
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Among Us Statistics: The global gaming industry market size is expected to reach $665.77 billion by the year 2030 which is a growth of 13% CAGR starting from 2023 to 2030. As technology is growing faster thus gaming-oriented platforms are attracting more users worldwide. Recently many advanced games are easily accessible through Smartphones. Among Us is one of the popular multiplayer games and mostly mobile players have made this game more popular than on other devices. These Among Us Statistics include insights from various aspects that provide light on different factors of Fast Among Us has grown over all other games and how player’s rates are shrinking recently. Editor’s Choice In the year 2022, monthly active players of Among Us were an average of 16.5 million worldwide. According to Statista, the total number of downloads in Among Us in 2022 was 530 million. Among Us was having more active players count than other popular games such as Minecraft and World of Warcraft by the end of 2022. As of January 2023, the recorded number of players is 75.6 million whereas; in January 2022 it was 217.1 million. On a monthly average, 6,058 concurrent viewers were found on Twitch in 2022. Between January and December 2022, has experienced losing of monthly active players by 7.5%, and the highest loss was observed at 26.3% in September and October of the same year. By the end of 2022, Among Us players on Steam were 7,291 across the world. On per session of Among Us, players played for about 1 hour and 48 minutes and the total average playtime per month was 21 hours and 12 minutes in 2022. The highest amount of tournament prize pool of Among Us was $30,000 in 2022.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Overview
Information of more than 110,000 games published on Steam. Maintained by Fronkon Games. This dataset has been created with this code (MIT) and use the API provided by Steam, the largest gaming platform on PC. Data is also collected from Steam Spy. Only published games, no DLCs, episodes, music, videos, etc. Here is a simple example of how to parse json information:
import os import json
dataset = {} if… See the full description on the dataset page: https://huggingface.co/datasets/FronkonGames/steam-games-dataset.
The COVID-19 pandemic that spread across the world at the beginning of 2020 was not only a big threat to public health, but also to the entire entertainment industry. While cinemas and theaters closed their doors to try to stem the spread of the disease, many people turned to home entertainment and eSports during periods of self-isolation. Video gaming as a whole saw a significant increase during this period and the gaming platform Steam recorded an all-time high of **** million average concurrent users in April 2020, some *** million of whom were in a game. The platform sustained its momentum post-COVID.
About
This dataset is copying from https://cseweb.ucsd.edu/~jmcauley/datasets.html in Steam Video Game and Bundle Data. We are using it for our research. These datasets contain reviews from the Steam video game platform, and information about which games were bundled together.
Statistics
Reviews : 7,793,069 Users Write Reviews : 25,799 Users Has Games : 88,310 Steam Games : 32,135 Steam Bundles : 615
Samples
For… See the full description on the dataset page: https://huggingface.co/datasets/recommender-system/steam-review-and-bundle-dataset.
As of June 2025, the most frequently used OS by users of the gaming platform Steam was Windows, at almost 97 percent. Linux followed in second place, with 2.57 percent, ahead of OSX with 1.76 percent share.
As of February 2025, PUBG was still the most popular video game on gaming platform Steam based peak concurrent users. The battle royale title claimed 3.2 million CCU at its best. The 2024 hit release Black Myth: Wukong ranked second with 2.4 million peak concurrent users. Newly released Monster Hunter Wilds already made a name for itself by claiming 1.3 million peak concurrent users after its release. A successor to the immensely popular Monster Hunter: World, the title was released for console and PC simultaneously. This represents a change from previous launches of the series, which were console-first and PC gaming audiences had to wait for months to be able to play the games on their preferred platform as well.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Historical Dataset of Bayside Steam Academy is provided by PublicSchoolReview and contain statistics on metrics:Total Students Trends Over Years (1987-2023),Total Classroom Teachers Trends Over Years (1990-2023),Distribution of Students By Grade Trends,Student-Teacher Ratio Comparison Over Years (1990-2023),American Indian Student Percentage Comparison Over Years (1988-2009),Asian Student Percentage Comparison Over Years (1991-2023),Hispanic Student Percentage Comparison Over Years (1991-2023),Black Student Percentage Comparison Over Years (1991-2023),White Student Percentage Comparison Over Years (1991-2023),Two or More Races Student Percentage Comparison Over Years (2013-2023),Diversity Score Comparison Over Years (1991-2023),Free Lunch Eligibility Comparison Over Years (1992-2023),Reduced-Price Lunch Eligibility Comparison Over Years (2001-2023),Reading and Language Arts Proficiency Comparison Over Years (2010-2022),Math Proficiency Comparison Over Years (2011-2023),Science Proficiency Comparison Over Years (2021-2022),Overall School Rank Trends Over Years (2010-2022)
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Motivation: The Game Walkthrough Corpus (GWTC) contains 12,295 unique walkthrough documents that cover a total of 6,117 games. For each game walkthrough, it provides frequencies of unigrams and bigrams, treating it as a bag of words. In addition, it provides word frequencies on the sentence level. Furthermore, the GWTC contains a number of game-related metadata, including title, publisher, developer, year, genre, etc. All the language statistics and metadata are stored in separate plain text files and can be referenced by means of uniform resource names (URN). These URNs also can be used to derive any combination of statistics and metadata. Researchers, for instance, can investigate the most frequent unigrams for games in the “Adventure” genre. This way, the GWTC can be reused in various ways, for different kinds of research questions on the topic of gaming language, which may be summarized as “distant playing”. Copyright Information: Game walkthroughs are protected by individual copyright notices that are often very strict. That is why this data set does not include the documents but instead various data formats that are useful for text mining and distant reading methods while not allowing to recreate the documents. It is highly unlikely that even a single sentence can be reconstructed from the published data. Since the documents are not -- not even in part -- published but only text mining statistics about them, no violation of copyright is done by this project. Links to the original documents are available in the source Urls file in the data folder. File Information:
data folder: document data: bagofwords: Word frequencies per document, bigrams: Bigram frequencies per document, corpusstats: Min, avg and max token count, type count, type/token ratio, documents per game plus corressponding standard, deviationgame_walkthrough_mapping: Documents per game, game_walkthrough_mapping: Number of documents per game, sentencecollocations: Word frequencies per sentence per document, sourceUrls: Links to original text, textlength: Number of characters per document, tfidf_deu: Word significance per document (German), ifidf_eng: Word significance per document (English), tokencount: Number of unique words per document, typecount: Number of words per document.
metadata: game metadata: file names that do not start with "_": metadata [filename] per game, _all: All metadata in one file, _mapping_release_date*: Metadata combined with release data for time series.
doc folder: documentation:
createdata: Python script to create content of data, folderextractMetainformation: Python script to create content of metadata, foldermetadata_rawg: Game metadata collected from RAWG, metadata_steam: Game metadata collected from Steam, metadata_symbol: Quality control. Relation of text in source HTML and extracted text, titlesandurns: Game titles mapped to project identifiers.
Walkthrough Sources: https://portforward.com/games/walkthroughs/, https://www.neoseeker.com, https://www.spieletipps.de, https://jayisgames.com/, http://gamesetter.com/.
Corpus Statistics:
Number of unique games: 6,013,
Number of documents: 12,295,
Genre associations: 3,806,
Gameplay tags: 10,246,
Release dates: 2,443,
Developers: 3,152,
Publishers: 2,782,
Steam IDs: 1,086,
Platform associations: 5,293 (PC, Gameboy, iOS, Linux,...),
Game language associations: 4,631.
Languages: English, German and a little bit of French.
External Resources: Project Website: https://www.informatik.uni-leipzig.de/~jtiepmar/forschung/gwtc/, Bitbucket: https://bitbucket.org/jtiepmar/game-walkthrough-corpus/src/master/.
There are two versions of the GWTC available for download: ver. 0.99 contains all the above corpus files, plus the Git files. Note that after downloading ver. 0.99, the Git folders may be hidden per default, depending on you operating system. Ver. 1.0 is a cleaned up version that comes without the Git files.
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License information was derived automatically
Historical Dataset of Gilsum Steam Academy is provided by PublicSchoolReview and contain statistics on metrics:Total Students Trends Over Years (1987-2023),Total Classroom Teachers Trends Over Years (1987-2023),Distribution of Students By Grade Trends,Student-Teacher Ratio Comparison Over Years (1987-2023),Hispanic Student Percentage Comparison Over Years (2004-2022),White Student Percentage Comparison Over Years (1993-2023),Two or More Races Student Percentage Comparison Over Years (2016-2023),Diversity Score Comparison Over Years (1997-2023),Free Lunch Eligibility Comparison Over Years (1991-2023),Reduced-Price Lunch Eligibility Comparison Over Years (2002-2023),Reading and Language Arts Proficiency Comparison Over Years (2011-2022),Math Proficiency Comparison Over Years (2011-2022),Science Proficiency Comparison Over Years (2021-2022),Overall School Rank Trends Over Years (2011-2022)
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License information was derived automatically
Historical Dataset of Ann Arbor Steam At Northside School is provided by PublicSchoolReview and contain statistics on metrics:Total Students Trends Over Years (1987-2023),Total Classroom Teachers Trends Over Years (1990-2023),Distribution of Students By Grade Trends,Student-Teacher Ratio Comparison Over Years (1990-2023),American Indian Student Percentage Comparison Over Years (1989-2023),Asian Student Percentage Comparison Over Years (1991-2023),Hispanic Student Percentage Comparison Over Years (1991-2023),Black Student Percentage Comparison Over Years (1991-2023),White Student Percentage Comparison Over Years (1991-2023),Two or More Races Student Percentage Comparison Over Years (2013-2023),Diversity Score Comparison Over Years (1991-2023),Free Lunch Eligibility Comparison Over Years (1993-2023),Reduced-Price Lunch Eligibility Comparison Over Years (2003-2023),Reading and Language Arts Proficiency Comparison Over Years (2011-2022),Math Proficiency Comparison Over Years (2012-2023),Overall School Rank Trends Over Years (2011-2022)
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Historical Dataset of Steam Academy is provided by PublicSchoolReview and contain statistics on metrics:Total Students Trends Over Years (2014-2023),Total Classroom Teachers Trends Over Years (2014-2023),Distribution of Students By Grade Trends,Student-Teacher Ratio Comparison Over Years (2014-2023),Asian Student Percentage Comparison Over Years (2014-2023),Hispanic Student Percentage Comparison Over Years (2014-2023),Black Student Percentage Comparison Over Years (2014-2023),White Student Percentage Comparison Over Years (2014-2023),Two or More Races Student Percentage Comparison Over Years (2014-2023),Diversity Score Comparison Over Years (2014-2023),Free Lunch Eligibility Comparison Over Years (2014-2023),Reduced-Price Lunch Eligibility Comparison Over Years (2014-2023),Reading and Language Arts Proficiency Comparison Over Years (2015-2022),Math Proficiency Comparison Over Years (2014-2022),Science Proficiency Comparison Over Years (2021-2022),Overall School Rank Trends Over Years (2015-2022)
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Historical Dataset of Turtle Creek El Steam Academy is provided by PublicSchoolReview and contain statistics on metrics:Total Students Trends Over Years (2021-2023),Total Classroom Teachers Trends Over Years (2021-2023),Distribution of Students By Grade Trends,Student-Teacher Ratio Comparison Over Years (2021-2023),Hispanic Student Percentage Comparison Over Years (2021-2023),Black Student Percentage Comparison Over Years (2021-2023),White Student Percentage Comparison Over Years (2021-2023),Two or More Races Student Percentage Comparison Over Years (2021-2023),Diversity Score Comparison Over Years (2021-2023),Free Lunch Eligibility Comparison Over Years (2021-2023),Reading and Language Arts Proficiency Comparison Over Years (2021-2022),Math Proficiency Comparison Over Years (2021-2022),Science Proficiency Comparison Over Years (2021-2022),Overall School Rank Trends Over Years (2021-2022)
Attribution-NonCommercial-ShareAlike 4.0 (CC BY-NC-SA 4.0)https://creativecommons.org/licenses/by-nc-sa/4.0/
License information was derived automatically
The following is the results of an online survey conducted by BoilingSteam.com among the Linux Gamers' Community (n=560, sharing only here answers where respondents explicitly agreed to have their answers made public, i.e. total n size was higher) in end of Q1 2016, to better understand their hardware, usage habits and reactions to several of Valve's Steam Initiatives. Most of the answers are coming from members of the r/Linux_Gaming and r/Linux subreddits, so you need to take in account that this may not be representative of your typical Linux user.
There are many variables in this data set, with both numerical, free text and categorical answers. Every line corresponds to an individual response. Note that answers are anonymous. The first row is the coding you can use for your analysis (that should save a bit of time), the second row is the actual question asked (you can erase it), and the data starts from the third row.
Questions cover some of the following attributes (there are much more in the actual datasheet):
The questionnaire was designed by Ekianjo at BoilingSteam.com. If you have suggestions for improvements of future surveys of the same kind, please reach us on Kaggle or on our contact page: http://boilingsteam.com/about-boiling-steam/
You can see some analysis done a previous iteration of this survey (previous data can not be made public however) - this may serve as a good benchmark to measure changes: http://boilingsteam.com/the-three-kinds-of-linux-gamers/
Feel free to play with the data, and share what insights you may find. We are big proponents of making data free in general for transparency purposes, so if your analysis can help generate a better understanding of who are Linux Gamers, this would be a great outcome.
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PC Games Market Size And Forecast
PC Games Market size is growing at a moderate pace with substantial growth rates over the last few years and is estimated that the market will grow significantly in the forecasted period i.e. 2024 to 2031.
Global PC Games Market Drivers
The market drivers for the PC Games Market can be influenced by various factors. These may include:
Increased Adoption Of Digital Distribution: The PC Games Market has witnessed a significant shift towards digital distribution platforms such as Steam, Epic Games Store, and Origin. These platforms have made purchasing and accessing games more convenient for consumers, removing the barriers associated with physical copies. Digital distribution allows for frequent sales, promotions, and bundles, which attract a wider audience. Furthermore, the ease of downloading games instead of traveling to retail stores has contributed to higher sales volumes. This trend has been exacerbated by the rise of high-speed internet, enabling smoother downloads and frequent updates, keeping players engaged and encouraging new purchases. Growing Popularity Of eSports: The rise of eSports has dramatically influenced the PC Games Market, creating a vibrant ecosystem that attracts both players and audiences. Major tournaments, such as those for League of Legends and Dota 2, have gained global recognition, bringing in significant sponsorships and advertising revenues. This popularity encourages game developers to focus on multiplayer experiences, thereby expanding their audience base. Additionally, eSports events stimulate game sales, as viewers often want to participate in the games they watch. As eSports continues to grow, it fuels interest in related gaming genres, driving revenue in the PC gaming sector. Advancements In Technology: Technological advancements in graphics, processing power, and online infrastructures have significantly impacted the PC Games Market. Enhanced graphics cards and powerful CPUs allow developers to create immersive experiences with detailed visuals and complex gameplay mechanics. Innovations such as virtual reality (VR) and augmented reality (AR) are also beginning to reshape gaming experiences, offering new interactive elements. Additionally, improvements in internet connectivity have led to smoother online multiplayer experiences, enabling gamers to play competitively without lag. These advancements not only attract hardcore gamers but also entice casual players, broadening the market's appeal. Expansion Of Mobile Gaming: The rapid growth of mobile gaming is influencing the PC Games Market, as many gamers are now engaging with games across multiple platforms. The proliferation of smartphones and tablets has introduced more players to gaming, leading to an increase in interest in PC titles that offer superior graphics and gameplay quality. Many successful mobile games are also being adapted for PCs, enhancing their reach. Furthermore, the cross-platform play feature allows users to enjoy games on various devices, facilitating a more flexible gaming experience. As mobile gaming continues to thrive, it indirectly supports the overall demand for PC games. Shift Towards Subscription Models: Subscription models are becoming increasingly prominent in the PC Games Market, with services like Xbox Game Pass and EA Play gaining traction. These platforms offer users access to a vast library of games for a monthly fee, which lowers the barrier to entry for many players hesitant to spend on individual titles. This model also encourages exploration of various games, which can lead to increased engagement and long-term customer retention. The subscription approach caters to diverse gaming preferences and lifestyles, allowing players to try new titles without commitment. As this trend grows, it significantly reshapes purchasing behaviors in the market. Rising Interest In Indie Games: The PC Games Market has seen growing interest in indie games, which are often characterized by innovation and unique gameplay mechanics that differ from mainstream titles. Platforms such as Steam have made it easier for indie developers to publish their games, giving rise to a greater variety of options for players. Gamers are increasingly seeking fresh experiences and engaging narratives, often found in indie titles. This trend is supported by the community aspect of game discovery, where word-of-mouth recommendations and social media help promote lesser-known games. Consequently, the popularity of indie games is driving diversification and competition within the market.
In January 2023, gaming platform and digital storefront Steam reported 33 million peak concurrent players, up from 30 million peak concurrent players in the preceding year. Steam is one of the leading platforms for digital gaming purchases worldwide.