44 datasets found
  1. United States Gaming Market Report | Industry Analysis, Size & Forecast

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Jun 16, 2024
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    Mordor Intelligence (2024). United States Gaming Market Report | Industry Analysis, Size & Forecast [Dataset]. https://www.mordorintelligence.com/industry-reports/united-states-gaming-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jun 16, 2024
    Dataset authored and provided by
    Mordor Intelligence
    License

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

    Time period covered
    2019 - 2030
    Area covered
    United States
    Description

    The Report Covers US Gaming Market Share & Industry Trends and it is Segmented by Type (Mobile Gaming, Console Gaming, and PC Browser/Downloaded). The market size and forecasts are provided in terms of value (USD million) for all the above segments.

  2. d

    Gaming audience data / 5B+ profiles / global [US, Euro5, EMEA, APAC, LATAM]...

    • datarade.ai
    .csv
    Updated Aug 23, 2023
    + more versions
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    OAN (2023). Gaming audience data / 5B+ profiles / global [US, Euro5, EMEA, APAC, LATAM] / TTD IDs [Dataset]. https://datarade.ai/data-products/gaming-audience-data-5b-profiles-global-us-euro5-emea-online-advertising-network-5273
    Explore at:
    .csvAvailable download formats
    Dataset updated
    Aug 23, 2023
    Dataset authored and provided by
    OAN
    Area covered
    United States
    Description

    The Gaming Taxonomy contains a broad scope of Gaming related topics, based on the user's browser and mobile app activity through last 30 days. There are classical Demographic, Game Genre, Title and Studio segments. However, we provide also plenty of specific User Types, which contain e.g. Hardcore Gamers, Big Spenders or Parents of Gamers. There are also audiences categorized by specific Hardware Products and Brands, based on the Intent of these devices' purchase. Moreover, we offer segments for Virtual Reality, interest in Gaming Subscriptions, Payments, Micropayments, Devices and Platforms. We also cover the area of E-sports Enthusiasts and Fandoms Members. In spirit of looking beyond simple game genres, we categorize Games according to their Theme (e.g. Historical), which is definitely important aspects of user experience and purchase decisions. Since Mobile Gaming is a very important part of the Gaming Industry, we distinct special Mobile Gaming segments, which are analogous to the ordinary Gaming segments, with additional categorizations of the Telecommunication Network Providers.

    Our data base include millions gamers profiles divided into popular categories. You can choose which target groups you want to reach. Contact us to check all the possibilities: team@oan.pl

    Gaming data is just a part of all audience data we provide. We deliver millions of users’ profiles gathered globally and grouped into IAB-compliant segments.

    How you can use our data?

    There are two main areas where you can use our data: • marketers - targeting online campaigns With our high-quality audience data, you can easily reach specific audiences across the world in programmatic campaigns. Show them personalized ads adjusted to their specific profiles. • ad tech companies - enriching 1st party data or using our raw data by your own data science team

    We are ready for a cookieless era. We already gather and provide non-cookie ID - for example Universal IDs, CTV IDs or Mobile IDs.

  3. Gaming Graphic Processing Unit (Gpu) Market Analysis, Size, and Forecast...

    • technavio.com
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    Technavio, Gaming Graphic Processing Unit (Gpu) Market Analysis, Size, and Forecast 2025-2029: North America (US and Canada), Europe (France, Germany, UK), APAC (China, India, Japan, South Korea), South America (Brazil), and Middle East and Africa [Dataset]. https://www.technavio.com/report/gaming-gpu-market-analysis
    Explore at:
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    South Korea, Canada, Germany, Brazil, United Kingdom, Japan, France, United States, Global
    Description

    Snapshot img

    Gaming Graphic Processing Unit (GPU) Market Size 2025-2029

    The gaming graphic processing unit (gpu) market size is forecast to increase by USD 59.29 billion, at a CAGR of 21.4% between 2024 and 2029.

    The Gaming Graphics Processing Unit (GPU) market is experiencing significant growth, driven by the increasing popularity of PC games and next-generation gaming consoles. The launch of new, high-performance GPUs is fueling this demand, as gamers seek to enhance their gaming experience with more realistic graphics and smoother gameplay. However, this market is not without challenges. Cybercrime poses a significant threat to the gaming industry, with hackers targeting vulnerable systems and exploiting user data for financial gain. As the market continues to evolve, companies must prioritize cybersecurity measures to protect their customers and maintain trust. Additionally, staying ahead of the competition and continuously innovating to meet the ever-evolving demands of gamers will be crucial for market success. Companies that can effectively address these challenges and capitalize on the growing demand for advanced GPUs will be well-positioned to succeed in this dynamic and exciting market.

    What will be the Size of the Gaming Graphic Processing Unit (GPU) 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 SampleThe GPU market continues to evolve, driven by advancements in technology and expanding applications across various sectors. Graphics Processing Units (GPUs) have become essential components in cloud computing, enterprise solutions, and consumer electronics. In scientific computing, GPUs power simulations and modeling, while in machine learning, they accelerate AI workloads. The gaming industry remains a significant market for GPUs, with continuous advancements in graphics APIs, VR headsets, and AR devices. Clock speed, memory bandwidth, and performance metrics are key factors influencing the market. Cooling solutions, such as air cooling, liquid cooling, and water cooling, are crucial to managing power consumption and noise levels. E-waste management and semiconductor fabrication are also critical aspects of the GPU market. The supply chain, from silicon wafers to retail sales, is subject to ongoing dynamics. New technologies, such as ray tracing and tensor cores, are shaping the technology roadmap. Customer support and software optimization are essential for maximizing the value of GPU investments. HPC, CAD software, and content creation benefit from high-performance GPUs. The product lifecycle management of GPUs, from game engines to distribution channels, is a continuous process. The GPU market is characterized by its dynamic nature, with new applications and technologies continually emerging. From 3D modeling to virtual reality, GPUs are at the heart of innovation. The future of GPUs is bright, with exciting possibilities in areas such as mixed reality, deep learning, and professional visualization.

    How is this Gaming Graphic Processing Unit (GPU) Industry segmented?

    The gaming graphic processing unit (gpu) industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments. End-userMobile devicesPCs and workstationsGaming consolesOthersTypeDedicated graphic cardIntegrated graphic cardGeographyNorth AmericaUSCanadaEuropeFranceGermanyUKAPACChinaIndiaJapanSouth KoreaSouth AmericaBrazilRest of World (ROW)

    By End-user Insights

    The mobile devices segment is estimated to witness significant growth during the forecast period.The global gaming GPU market is experiencing significant growth, particularly in the cloud computing and enterprise solutions sectors. This expansion is fueled by the increasing demand for advanced graphics processing capabilities in video editing, scientific computing, machine learning, and professional visualization. GPU architectures continue to evolve, with an emphasis on boosting clock speeds, increasing shader units, and incorporating AI acceleration and ray tracing. In the consumer electronics realm, the integration of powerful GPUs into gaming consoles, VR headsets, and AR devices has revolutionized immersive experiences. Silicon wafer suppliers and semiconductor fabrication companies are working diligently to meet the rising demand for these advanced components. Cooling solutions, such as liquid cooling and water cooling, are essential to managing the heat generated by high-performance GPUs. Moreover, the market is witnessing a shift towards online sales, with e-waste management becoming a crucial concern. Performance metrics, including frame rate, memory bandwidth, and power consumption, are key factors influencing

  4. Game Accompany Service Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Sep 23, 2024
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    Dataintelo (2024). Game Accompany Service Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/global-game-accompany-service-market
    Explore at:
    pptx, pdf, csvAvailable 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

    Game Accompany Service Market Outlook




    The global game accompany service market size was valued at approximately $2.5 billion in 2023 and is projected to reach around $6.3 billion by 2032, exhibiting a robust CAGR of 10.9% during the forecast period. The market is driven by the increasing demand for personalized gaming experiences and the rising popularity of online multiplayer games. This growth trend is further fueled by technological advancements and the growing acceptance of e-sports and professional gaming as mainstream entertainment. The surge in disposable income and the expanding gamer demographic across various age groups are also contributing significantly to market expansion.




    One of the primary growth factors for the game accompany service market is the increasing popularity of online and multiplayer games. Gamers are increasingly looking for partners to enhance their gaming experience, whether for competitive play or casual enjoyment. The demand for skilled players who can assist in achieving higher rankings or completing challenging tasks in games is on the rise. This need is especially pronounced in genres such as MOBA (Multiplayer Online Battle Arena) and FPS (First-Person Shooter), where teamwork and strategy are crucial for success. Consequently, game accompany services are seeing a surge in demand as they cater to this growing need.




    Another significant factor contributing to the market's growth is the rise of professional gaming and e-sports. With e-sports gaining recognition as a legitimate sports industry, the need for professional game companions has grown. Professional gamers often require partners to practice with, strategize, and compete in high-stakes tournaments. Additionally, the increasing number of e-sports tournaments and gaming leagues has led to a rise in demand for game accompany services. These services provide not only companionship but also tactical support, making them indispensable for professional gamers aiming to excel in their careers.




    Technological advancements and the proliferation of high-speed internet are also pivotal in driving the market. The availability of advanced gaming consoles, high-performance PCs, and powerful mobile devices has made online gaming more accessible than ever. Furthermore, the development of sophisticated AI and machine learning algorithms has enabled game accompany services to offer more personalized and efficient support. These technologies can analyze a player's style, provide tailored advice, and even simulate real opponents, thereby enhancing the overall gaming experience.




    Regionally, the Asia Pacific market is expected to dominate the game accompany service sector due to the high number of active gamers in countries like China, Japan, and South Korea. North America and Europe are also significant markets, driven by the high disposable income and the strong presence of professional gaming communities. Emerging markets in Latin America and the Middle East & Africa are witnessing rapid growth, fueled by increasing internet penetration and the burgeoning popularity of mobile gaming. Each of these regions presents unique opportunities and challenges that will shape the future of the game accompany service market.



    Service Type Analysis




    The game accompany service market is segmented by service type into solo accompany and team accompany services. Solo accompany services involve a single companion providing support and companionship to an individual gamer. This type of service is particularly popular among casual gamers who seek assistance in improving their skills or simply enjoy the social aspect of gaming. The demand for solo accompany services is driven by the increasing number of casual gamers who may not have a regular gaming partner but still desire a fulfilling gaming experience.




    On the other hand, team accompany services involve a group of companions playing alongside a team of gamers. This service is highly sought after in competitive gaming environments where coordination and team strategy are crucial for success. Team accompany services cater to both casual and professional gamers who participate in team-based games, such as MOBAs and FPS games. The rise in e-sports tournaments and team-based competitions has significantly boosted the demand for team accompany services, as teams look for professional support to enhance their performance.




    The solo accompan

  5. F

    Fighting Video Games Report

    • marketresearchforecast.com
    doc, pdf, ppt
    Updated Mar 7, 2025
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    Market Research Forecast (2025). Fighting Video Games Report [Dataset]. https://www.marketresearchforecast.com/reports/fighting-video-games-29062
    Explore at:
    pdf, ppt, docAvailable download formats
    Dataset updated
    Mar 7, 2025
    Dataset authored and provided by
    Market Research Forecast
    License

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

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global fighting video game market, valued at $1070.7 million in 2025, is poised for significant growth. Driven by increasing smartphone penetration, the rise of esports, and the continuous release of high-quality titles featuring innovative gameplay mechanics and engaging storylines, the market exhibits strong potential. The "free-to-play" segment is a major contributor to market expansion, attracting a broad player base through accessible entry points and in-app purchases. Conversely, the "pay-to-play" segment maintains its relevance due to the dedicated player base willing to invest in premium experiences and established franchises. Popular platforms like desktop PCs, consoles (PlayStation, Xbox, Nintendo Switch), and notebooks continue to dominate, although mobile gaming is gradually gaining traction. Geographic distribution shows North America and Asia-Pacific as key revenue generators, with robust growth expected from emerging markets in Asia and South America. Competitive landscape includes prominent developers such as NetherRealm Studios (Mortal Kombat), Team Ninja (Dead or Alive), and Arc System Works (Guilty Gear), who continuously innovate and leverage established IP to retain market share. The market faces challenges such as maintaining player engagement in a competitive gaming environment and adapting to evolving player preferences. The forecast period (2025-2033) anticipates a substantial increase in market value, driven by technological advancements in graphics and online functionality, as well as an expansion into virtual reality (VR) and augmented reality (AR) gaming. Continued growth in esports and the emergence of new successful fighting game franchises will further fuel market expansion. However, factors such as increasing development costs and the need for consistent content updates to retain players pose potential restraints. Strategic partnerships, licensing agreements, and aggressive marketing campaigns will be crucial for major players to maintain a competitive edge. The diverse range of platforms and monetization models suggests a resilient market, capable of adapting to changing consumer preferences and technological advancements. A steady CAGR is expected, reflecting a sustained and consistent market expansion throughout the forecast period. Specific CAGR projections would require further detailed financial data, but a conservative estimate based on similar market trends would indicate a promising growth trajectory.

  6. c

    The Global Shooting Mobile Games market is Growing at Compound Annual Growth...

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated May 15, 2025
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    Cognitive Market Research (2025). The Global Shooting Mobile Games market is Growing at Compound Annual Growth Rate (CAGR) of 5.30% from 2023 to 2030. [Dataset]. https://www.cognitivemarketresearch.com/shooting-mobile-games-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    May 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 Shooting Mobile Games market size will grow at a compound annual growth rate (CAGR) of 5.30% from 2023 to 2030.

    The demand for shooting mobile games market is rising due to increasing internet access, the popularity of live game streaming, and the availability of various open-source tools for capturing and broadcasting gameplay.
    Demand for online games remains higher in the shooting mobile games market.
    The Youth (18-40) category held the highest shooting mobile games market revenue share in 2023.
    North America will continue to lead, whereas the Asia Pacific shooting mobile games market will experience the strongest growth until 2030.
    

    Advancements in Mobile Technology and Graphics to Provide Viable Market Output

    The Shooting Mobile Games market is the continuous Advancement in Mobile Technology and Graphics. The evolution of smartphones with high-performance processors, enhanced graphics capabilities, and larger, higher-resolution displays has revolutionized the mobile gaming experience. This progress enables game developers to create visually stunning and immersive shooting games with intricate details, lifelike animations, and realistic environments.

    Microsoft Corporation made a significant investment of $68.7 billion to acquire Activision Blizzard, Inc., an American video game company, with the aim of expanding its presence in the global cloud gaming industry.

    Additionally, the integration of technologies like augmented reality (AR) and virtual reality (VR) in mobile devices enhances gameplay, providing players with a more interactive and engaging experience. As smartphones become more powerful, capable of rendering complex graphics and supporting seamless multiplayer interactions, the appeal of shooting mobile games rises, attracting a broader audience and driving the market forward.

    Social Connectivity and Multiplayer Capabilities to Propel Market Growth
    

    Social Connectivity and Multiplayer Capabilities stand out as other significant driver in the Shooting Mobile Games market. Mobile games have become social platforms, allowing players to connect, compete, and collaborate with friends and gamers globally. The integration of social features like in-game chat, friend invites, and team-based gameplay fosters a sense of community among players. Multiplayer modes, including battle royale and team-based competitions, create highly competitive and engaging environments, encouraging players to spend more time within the game. The social aspect enhances player retention, as gamers often continue playing to interact with their friends and communities.

    The Growth in Esports and Competitive Gaming Fuels the Market 
    

    Market Dynamics Of the Shooting Mobile Games

    Key Drivers for Shooting Mobile Games

    High smartphone penetration and internet accessibility: Mobile gaming is now more accessible, particularly in emerging economies, thanks to more affordable smartphones and faster 4G/5G networks. This has increased user acquisition and engagement for shooting games. Increasing demand for immersive and competitive experiences: Shooting games with multiplayer, battle royale, and real-time PvP features draw action-loving players, increasing in-game purchases and player retention.

    Key Restraints for Shooting Mobile Games

    Rules Regarding Content and Censorship Concerns: Regulators frequently examine violent content in shooting games, which can lead to restrictions on monetization, bans, or modifications, especially in nations with stringent laws governing digital content. Hardware Restrictions on Low-Cost Devices: Because many shooting games require powerful hardware, users with outdated or low-end smartphones may find them less accessible. In price-sensitive markets, this restricts scalability and user acquisition.

    Key Trends for Shooting Mobile Games

    Multi-Platform Gaming Environments: Players can continue their progress on various devices thanks to integration across mobile, PC, and console. This makes using a single game ecosystem more convenient for users and promotes sustained engagement. Growth of Community Tournaments and Mobile Esports: Large esports communities and competitions are being fostered by competitive mobile shooting games, which are also drawing sponsorships, ad revenue, and viewers, particularly in Asia and North America.

    Impact of COVID–19 on the&nb...

  7. w

    Global Auto Battler Market Research Report: By Platform (Mobile, PC,...

    • wiseguyreports.com
    Updated Jul 18, 2024
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    wWiseguy Research Consultants Pvt Ltd (2024). Global Auto Battler Market Research Report: By Platform (Mobile, PC, Console), By Game Type (Auto Chess, Tactical Role-Playing Game, Real-Time Strategy), By Customization (Character Customization, Item Customization, Team Composition), By Online Features (Player-versus-Player, Player-versus-Environment, Cross-Platform Play), By Monetization Model (Free-to-Play, Freemium, Buy-to-Play) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2032. [Dataset]. https://www.wiseguyreports.com/reports/auto-battler-market
    Explore at:
    Dataset updated
    Jul 18, 2024
    Dataset authored and provided by
    wWiseguy Research Consultants Pvt Ltd
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Time period covered
    Jan 7, 2024
    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2024
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 20238.22(USD Billion)
    MARKET SIZE 20249.72(USD Billion)
    MARKET SIZE 203237.2(USD Billion)
    SEGMENTS COVEREDPlatform ,Game Type ,Customization ,Online Features ,Monetization Model ,Regional
    COUNTRIES COVEREDNorth America, Europe, APAC, South America, MEA
    KEY MARKET DYNAMICSKey Market Dynamics in the Global Auto Battler Market Rising Popularity of Mobile Gaming Growing Demand for Competitive Online Play Integration of Blockchain Technology Emergence of New Gaming Genres Increasing Focus on eSports
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDWargaming ,Epic Games ,Snail Games ,Drodo Studion ,37Games ,Valve Corporation ,Elex ,Blizzard Entertainment ,Tencent ,IGG ,Perfect World ,Auto Chess ,Nexon ,Riot Games
    MARKET FORECAST PERIOD2025 - 2032
    KEY MARKET OPPORTUNITIES1 Revenue streams diversification 2 Underdeveloped markets expansion 3 Crossplatform expansion 4 Mobile gaming dominance 5 Strategic partnerships and collaborations
    COMPOUND ANNUAL GROWTH RATE (CAGR) 18.27% (2025 - 2032)
  8. M

    Murder Mystery Games Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated May 17, 2025
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    Archive Market Research (2025). Murder Mystery Games Report [Dataset]. https://www.archivemarketresearch.com/reports/murder-mystery-games-263227
    Explore at:
    doc, pdf, pptAvailable download formats
    Dataset updated
    May 17, 2025
    Dataset authored and provided by
    Archive Market Research
    License

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

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global murder mystery games market is experiencing robust growth, driven by the increasing popularity of immersive entertainment experiences and the rise of social gaming. The market, estimated at $500 million in 2025, is projected to exhibit a Compound Annual Growth Rate (CAGR) of 15% from 2025 to 2033. This significant expansion is fueled by several factors, including the appeal of murder mystery games as unique social gatherings, team-building activities, and corporate events. The diverse formats available – online and offline, catering to various settings like homes, shopping malls, and dedicated venues – further contribute to market expansion. Technological advancements, such as improved virtual reality (VR) and augmented reality (AR) integration, are creating new avenues for innovation and enhanced player engagement, driving further market growth. The emergence of specialized companies dedicated to designing and delivering high-quality murder mystery experiences further solidifies the market's trajectory. While the market faces certain challenges including the need for skilled game masters and potential limitations in scalability, the inherent adaptability and creative potential of murder mystery games positions the market for sustained growth in the coming years. The market segmentation reveals substantial opportunities. The online segment is anticipated to show faster growth due to accessibility and convenience, while the offline segment remains significant, particularly for corporate events and larger social gatherings. Shopping mall locations offer a high-traffic environment for introducing new customers to the experience. The geographical distribution showcases strong growth potential across all regions, but particularly in North America and Asia Pacific, driven by higher disposable incomes and a growing preference for unique entertainment options. The presence of numerous companies, ranging from established players to smaller, specialized businesses, demonstrates the market's competitive dynamism and capacity for innovation. Continued development of engaging storylines, sophisticated game mechanics, and broader accessibility will remain key drivers for sustained market expansion throughout the forecast period.

  9. w

    Global Fighting Game Market Research Report: By Game Genre (Traditional...

    • wiseguyreports.com
    Updated Dec 4, 2024
    + more versions
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    wWiseguy Research Consultants Pvt Ltd (2024). Global Fighting Game Market Research Report: By Game Genre (Traditional Fighting, Platform Fighting, Team-Based Fighting, Tournament Fighting), By Platform (Console, PC, Mobile), By Sales Channel (Retail, Digital Distribution, Subscription Services), By User Demographics (Teenagers, Young Adults, Adults) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2032. [Dataset]. https://www.wiseguyreports.com/reports/fighting-game-market
    Explore at:
    Dataset updated
    Dec 4, 2024
    Dataset authored and provided by
    wWiseguy Research Consultants Pvt Ltd
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2024
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 20231.08(USD Billion)
    MARKET SIZE 20241.12(USD Billion)
    MARKET SIZE 20321.5(USD Billion)
    SEGMENTS COVEREDGame Genre, Platform, Sales Channel, User Demographics, Regional
    COUNTRIES COVEREDNorth America, Europe, APAC, South America, MEA
    KEY MARKET DYNAMICSincreasing esports popularity, technological advancements in gaming, cross-platform play features, growing mobile gaming segment, diverse character customization options
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDSony Interactive Entertainment, Arc System Works, Konami, Bandai Namco Entertainment, Koei Tecmo, NetherRealm Studios, Sega, Riot Games, SNK, Valve, Tencent, Capcom, Microsoft, TakeTwo Interactive, Epic Games
    MARKET FORECAST PERIOD2025 - 2032
    KEY MARKET OPPORTUNITIESIncreased esports popularity, Mobile game adaptation, Cross-platform multiplayer features, Virtual reality gaming integration, Expanding female player base
    COMPOUND ANNUAL GROWTH RATE (CAGR) 3.75% (2025 - 2032)
  10. M

    Global Computer Components Market Size, Share, Insights Report By Processor...

    • marketresearchstore.com
    pdf
    Updated Jul 3, 2025
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    Market Research Store (2025). Global Computer Components Market Size, Share, Insights Report By Processor (Consumer CPUs, Workstation CPUs, Embedded CPUs, Gaming CPUs, Server CPUs), By Graphics Processing Unit (Integrated Graphics, Dedicated Gaming GPUs, Professional GPUs, AI and Machine Learning GPUs, GPUs for Cryptocurrency Mining), By Storage Devices (Hard Disk Drives (HDD), Solid State Drives (SSD), Hybrid Drives, External Storage Devices, Network Attached Storage (NAS)), By Motherboards (ATX Motherboards, Micro ATX Motherboards, Mini ITX Motherboards, Gaming Motherboards, Workstation Motherboards), By Memory (DDR4 RAM, DDR5 RAM, SO-DIMM RAM, ECC RAM, Gaming RAM Kits), and By Region - Global Industry Analysis, Emerging Trends, Demand and Forecast 2024 - 2032 [Dataset]. https://www.marketresearchstore.com/market-insights/computer-components-market-828457
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Jul 3, 2025
    Dataset authored and provided by
    Market Research Store
    License

    https://www.marketresearchstore.com/privacy-statementhttps://www.marketresearchstore.com/privacy-statement

    Time period covered
    2022 - 2030
    Area covered
    Global
    Description

    Global Computer Components Market size valued at US$ 528.13 Billion in 2023, set to US$ 862.41 Billion by 2032 at a CAGR of about 5.6% from 2024-2032.

  11. Electronic Arts (EA) extra content revenues 2018-2025

    • statista.com
    Updated May 26, 2025
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    Statista (2025). Electronic Arts (EA) extra content revenues 2018-2025 [Dataset]. https://www.statista.com/statistics/274761/electronic-arts-ea-extra-content-revenues/
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    Dataset updated
    May 26, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Mar 2017 - Mar 2025
    Area covered
    United States
    Description

    In the fiscal year 2025 (April 2024 to March 2025), gaming publisher Electronic Arts generated approximately 4.4 billion U.S. dollars in revenues from extra content sales with almost half of it being associated with the company's sports games Ultimate Team mode as well as extra content for the Apex Legends franchise. According to the company, extra content revenue has increased as players engage with games and services over longer periods of time, and purchase additional content designed to provide value to players and extend gameplay.

  12. USA Soccer Team Results

    • us-soccer.team
    Updated Mar 23, 2023
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    us-soccer.team (2023). USA Soccer Team Results [Dataset]. https://us-soccer.team/results
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    Dataset updated
    Mar 23, 2023
    Dataset provided by
    U.S. Soccerhttp://www.ussoccer.com/
    License

    https://us-soccer.team/https://us-soccer.team/

    Description

    Complete list of the United States men's national team soccer games, year-by-year all-time results, head-to-head records and statistics

  13. w

    Global Esports Organization Market Research Report: By Game Genre...

    • wiseguyreports.com
    Updated Mar 20, 2025
    + more versions
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    wWiseguy Research Consultants Pvt Ltd (2025). Global Esports Organization Market Research Report: By Game Genre (Multiplayer Online Battle Arena, First-Person Shooter, Real-Time Strategy, Sports Simulation), By Platform (PC, Console, Mobile), By Event Type (Tournaments, Leagues, Casual Events), By Audience Type (Casual Gamers, Competitive Gamers, Spectators) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2032. [Dataset]. https://www.wiseguyreports.com/cn/reports/esports-organization-market
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    Dataset updated
    Mar 20, 2025
    Dataset authored and provided by
    wWiseguy Research Consultants Pvt Ltd
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2024
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 20232.13(USD Billion)
    MARKET SIZE 20242.41(USD Billion)
    MARKET SIZE 20326.5(USD Billion)
    SEGMENTS COVEREDGame Genre, Platform, Event Type, Audience Type, Regional
    COUNTRIES COVEREDNorth America, Europe, APAC, South America, MEA
    KEY MARKET DYNAMICSGrowing esports audience engagement, Increasing sponsorship and investment, Rising popularity of streaming platforms, Development of competitive gaming infrastructure, Expansion of mobile esports segment
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDOpTic Gaming, Complexity Gaming, Team Liquid, Team SoloMid, T1, Dignitas, FaZe Clan, Heroic, Rogue, G2 Esports, Evil Geniuses, Fnatic, 100 Thieves, Cloud9, Ninjas in Pyjamas
    MARKET FORECAST PERIOD2025 - 2032
    KEY MARKET OPPORTUNITIESIncreased sponsorship potential, Expansion in emerging markets, Growing youth engagement, Enhanced streaming technology adoption, Diversification into traditional sports
    COMPOUND ANNUAL GROWTH RATE (CAGR) 13.18% (2025 - 2032)
  14. NFL fans using illegal streaming services to watch games in the U.S. 2023,...

    • statista.com
    Updated Jul 9, 2025
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    Statista (2025). NFL fans using illegal streaming services to watch games in the U.S. 2023, by team [Dataset]. https://www.statista.com/statistics/1420804/nfl-fans-illegal-streaming-watch-games-united-states/
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    Dataset updated
    Jul 9, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Aug 2023
    Area covered
    United States
    Description

    In a 2023 survey, it was found that ** percent of NFL fans admitted to regularly using illegal streaming platforms to watch American football games in the United States. The survey also revealed that the Cincinnati Bengals' fandom recorded the highest share of game piracy, with over half of their fans admitting to using unauthorized streaming services.

  15. Average ticket price for NCAA football games by team 2023

    • statista.com
    • ai-chatbox.pro
    Updated Oct 10, 2023
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    Statista (2023). Average ticket price for NCAA football games by team 2023 [Dataset]. https://www.statista.com/statistics/1130041/ticket-price-ncaa-football-team/
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    Dataset updated
    Oct 10, 2023
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2023
    Area covered
    United States
    Description

    Analysis suggests that watching your favorite college football team live in the stadium can be expensive business. Some of the most expensive ticket prices in the 2023 college football season ranged from 517 U.S. dollars for the Colorado Buffaloes to 220 U.S. dollars for the Oregon Ducks.

  16. T

    Team Building Service Report

    • archivemarketresearch.com
    doc, pdf, ppt
    Updated Mar 14, 2025
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    Archive Market Research (2025). Team Building Service Report [Dataset]. https://www.archivemarketresearch.com/reports/team-building-service-56836
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    pdf, doc, pptAvailable download formats
    Dataset updated
    Mar 14, 2025
    Dataset authored and provided by
    Archive Market Research
    License

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

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global team-building services market is experiencing robust growth, driven by a rising awareness of the importance of employee engagement and collaboration. The increasing adoption of hybrid work models and the need for innovative ways to foster team cohesion are key factors propelling this expansion. While precise market size figures are not provided, based on industry reports and the listed companies' presence, a reasonable estimate for the 2025 market size could be around $15 billion USD. Considering a CAGR (Compound Annual Growth Rate) of, let's assume, 7% (a conservative estimate given the market's dynamism), the market is projected to reach approximately $23 billion by 2033. This growth is further fueled by several trends, including the increasing popularity of virtual and hybrid team-building activities, the expanding adoption of technology in team-building programs, and a growing demand for personalized and experiential activities. However, economic downturns and fluctuating budgets could potentially restrain market growth. The market is segmented by activity type (in-person, virtual, hybrid) and application (enterprise, government, association, others). The in-person segment currently holds a significant share, but virtual and hybrid offerings are rapidly gaining traction, driven by technological advancements and the flexibility they offer. The enterprise segment dominates the application-based segmentation, reflecting the high importance businesses place on team cohesion and productivity. Geographically, North America and Europe are currently the largest markets, but Asia-Pacific is expected to witness significant growth in the coming years due to increasing urbanization and the rising number of multinational corporations in the region. The competitive landscape is characterized by a mix of established players and emerging startups, each catering to specific niches and offering a variety of team-building experiences. The continued innovation and adaptation to changing work dynamics will be crucial for success in this dynamic market.

  17. NFL price for a beer at games by team 2023

    • statista.com
    Updated Feb 8, 2024
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    Statista (2024). NFL price for a beer at games by team 2023 [Dataset]. https://www.statista.com/statistics/240015/price-of-a-beer-in-the-national-football-league-by-team/
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    Dataset updated
    Feb 8, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2023
    Area covered
    United States
    Description

    For many fans, no football game is complete without a cold beer. Prices for the beverage vary across the different stadiums of the NFL. A beer sold for 96 cents per ounce at the Philadelphia Eagles in the 2023 season, while fans visiting Miami Dolphins games only paid 42 cents per ounce of beer.

  18. NBA Finals secondary ticket price in the U.S. 2024, by team

    • statista.com
    Updated Jun 24, 2024
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    Statista (2024). NBA Finals secondary ticket price in the U.S. 2024, by team [Dataset]. https://www.statista.com/statistics/1312374/secondary-ticket-price-nba-finals-team/
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    Dataset updated
    Jun 24, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2024
    Area covered
    United States
    Description

    The NBA Finals are the culmination of the National Basketball Association season, pitting the Eastern and Western conference champions against each other in a best-of-seven game series. During the 2024 season, the Boston Celtics, who emerged victorious 4-1, hosted four games, for which a ticket on the secondary market cost an average of just over four thousand U.S. dollars per game. Meanwhile, tickets for the three Dallas Mavericks home games sold for an average of 4,346 U.S. dollars per game.

  19. U.S. Olympic team: all-time medal tally of Olympic Summer games 1896-2021

    • statista.com
    Updated Feb 13, 2024
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    Statista (2024). U.S. Olympic team: all-time medal tally of Olympic Summer games 1896-2021 [Dataset]. https://www.statista.com/statistics/236570/all-time-medal-tally-of-the-us-summer-olympics-team/
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    Dataset updated
    Feb 13, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    The statistic illustrates the all-time medal tally of the U.S. team at the Olympic Summer Games from 1896 to 2021. U.S. American athletes have won a total of 846 silver medals at the Summer Olympic Games since 1896.

  20. Major League Baseball hot dog prices by team 2024

    • statista.com
    Updated Jan 23, 2025
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    Statista (2025). Major League Baseball hot dog prices by team 2024 [Dataset]. https://www.statista.com/statistics/202743/hot-dog-prices-in-major-league-baseball-by-team/
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    Dataset updated
    Jan 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2024
    Area covered
    United States
    Description

    No game of baseball is complete without a trip to the concessions stand, but how much money a fan needs to part with in order to get their hands on a hot dog varies widely from team to team. While a hot dog at the home games of the Arizona Diamondbacks would set you back just 3.07 U.S. dollars, the same snack at a San Diego Padres game would cost a fan 7.96 U.S. dollars. Digging deep for snacks It seems that baseball in the Big Apple does not come cheap. As well as the 7.19 U.S. dollars for a hot dog, the beer offered at the New York Mets cost over 7.50 U.S. dollars. The picture was slightly different on the other side of Rikers Island at the New York Yankees. While the average ticket price was significantly more expensive than at the Mets, a beer at Yankee Stadium cost around six U.S. dollars, below average for the league. Soft drinks, meanwhile, were priced at around three U.S. dollars at the Yankees and alm ost seven U.S. dollars at the Mets, although the size of the portions did vary from stadium to stadium. Overall, treating oneself to some snacks at the ball game has become increasingly expensive. Prices for beer, soft drinks, and hot dogs have all seen a significant increase between 2010 and 2024. Following your team does not come cheap Nothing beats watching your favorite baseball team play live in the stadium, but this enjoyment comes at a cost. The whole experience, including food and merchandise, for a family of four cost a league-wide average of 266.58 U.S. dollars in the 2023 season. The most expensive day out was at the Boston Red Sox, where a family would have to fork out over 366 U.S. dollars. Fans of the Arizona Diamondbacks, meanwhile, would have to pay less than 160 U.S. dollars to experience their team live.

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Mordor Intelligence (2024). United States Gaming Market Report | Industry Analysis, Size & Forecast [Dataset]. https://www.mordorintelligence.com/industry-reports/united-states-gaming-market
Organization logo

United States Gaming Market Report | Industry Analysis, Size & Forecast

Explore at:
pdf,excel,csv,pptAvailable download formats
Dataset updated
Jun 16, 2024
Dataset authored and provided by
Mordor Intelligence
License

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

Time period covered
2019 - 2030
Area covered
United States
Description

The Report Covers US Gaming Market Share & Industry Trends and it is Segmented by Type (Mobile Gaming, Console Gaming, and PC Browser/Downloaded). The market size and forecasts are provided in terms of value (USD million) for all the above segments.

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