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TwitterIn 2025, women accounted for 47 percent of gamers in the United States, up from 46 percent of U.S. gamers identifying as women during the previous year.
What percentage gamers are female? Almost half of gaming audiences in the United States are female. This development has been ongoing for years, and whereas women are under-represented in games media and the industry, they make up a sizable chunk of gamers and spending power. There are some differences in terms of genre preferences but as a whole, female gaming audiences in the United States are just as engaged as their male counterparts.
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TwitterAs of March 2025, ** percent of video gamers in the United States were female, with the remaining ** percent of U.S. video gaming audiences were male. Currently, there are approximately *** million gamers in the United States.
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TwitterA survey conducted in the second quarter of 2025 found that around 91.5 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 82 percent of internet users were gamers.
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TwitterAttribution-NonCommercial 4.0 (CC BY-NC 4.0)https://creativecommons.org/licenses/by-nc/4.0/
License information was derived automatically
**To see detailed metadata see the PDF file on the right **
This dataset contains data on 64 videogames releases between 2012 and 2022. The games have been selected for being best-selling or top-rating games of their year. There are at least 5 games per year and information on the most relevant characters in the storyline.
The relationship between tables is as follows
Games.Game_ID = Characters.Game Characters.Id = Sexualization.Id
Version Update 10/11/22: - A misspelling on the games dataset column Release has been corrected - The abbreviations used to define the relevance of a character in Characters/Relevance have changed for clarity purposes · MC is now PA for protagonist · DA and SK stay the same · CR is now MC for main character · OR is now SC for secondary character · MV is now MA for main antagonist - A PDF file with detailed metadata has been added
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TwitterAccording to a February 2025 survey of gaming audiences in the United States, male gamers were more likely than female ones to play video games for at least one hour per week — with one exception. Among the Boomer generation, 52 percent of female gamers played video games for at least an hour weekly, while only 55 percent of male gamers in that age group stated the same.
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TwitterA 2025 survey of global gamers found that there were some differences in terms of genre preferences among men and women. The most popular video game genre for female gamers was ****** games, while male gamers claimed ****** games as their top genre.
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TwitterWhen it comes to pC/laptop video game players in the United States, ** percent of female consumers fall into this category in the U.S.Statista Consumer Insights offer you all results of our exclusive Statista surveys, based on more than ********* interviews.
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Twitterhttps://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/
This Dataset provides up-to-date information on the sales performance and popularity of various video games worldwide. The data includes the name, platform, year of release, genre, publisher, and sales in North America, Europe, Japan, and other regions. It also features scores and ratings from both critics and users, including average critic score, number of critics reviewed, average user score, number of users reviewed, developer, and rating. This comprehensive and essential dataset offers valuable insights into the global video game market and is a must-have tool for gamers, industry professionals, and market researchers. by source
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| Column Name | Description |
|---|---|
| Name | The name of the video game. |
| Platform | The platform on which the game was released, such as PlayStation, Xbox, Nintendo, etc. |
| Year of Release | The year in which the game was released. |
| Genre | The genre of the video game, such as action, adventure, sports, etc. |
| Publisher | The company responsible for publishing the game. |
| NA Sales | The sales of the game in North America. |
| EU Sales | The sales of the game in Europe. |
| JP Sales | The sales of the game in Japan. |
| Other Sales | The sales of the game in other regions. |
| Global Sales | The total sales of the game across the world. |
| Critic Score | The average score given to the game by professional critics. |
| Critic Count | The number of critics who reviewed the game. |
| User Score | The average score given to the game by users. |
| User Count | The number of users who reviewed the game. |
| Developer | The company responsible for developing the game. |
| Rating | The rating assigned to the game by organizations such as the ESRB or PEGI. |
- Market Analysis: The video game sales data can be used to analyze market trends and identify popular genres, platforms, and publishers. This can be useful for industry professionals to make informed decisions about game development and marketing strategies.
- Sales Forecasting: The sales data can be used to forecast future trends and predict the success of upcoming games.
- Consumer Insights: The data can be analyzed to gain insights into consumer preferences and buying habits, which can be used to tailor marketing strategies and improve customer satisfaction.
- Comparison of Competitors: The data can be used to compare the sales performance of competing video games and identify market leaders.
- Gaming Industry Performance: The data can be used to evaluate the overall performance of the gaming industry and track its growth over time.
- Gaming Popularity by Region: The data can be analyzed to determine which regions are the largest markets for video games and which genres are most popular in each region.
- Impact of Reviews: The data can be used to study the impact of critic and user reviews on sales and the relationship between scores and sales performance.
- Gaming Trends over Time: The data can be used to identify trends in the gaming industry over time and to track the evolution of the market.
- Gaming Demographics: The data can be used to analyze the demographic makeup of the gaming audience, including age, gender, and income.
- Impact of Gaming Industry on the Economy: The data can be used to evaluate the impact of the gaming industry on the economy and to assess its contribution to job creation and economic growth.
if this dataset was used in your work or studies, please credit the original source Please Credit ↑ ⠀⠀⠀
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TwitterPercentage of Canadians' time spent online and using video streaming services and video gaming services, in a typical week.
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TwitterAs of March 2025, approximately 48 percent of gaming audiences in the United Kingdom (UK) were female, with the other 52 percent being male. In 2022, there were approximately 39.9 million gamers in the United Kingdom.
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TwitterIncludes 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).
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TwitterAttribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Modified data from:
Rennick, S., Clinton, M., Ioannidou, E., Oh, L., Clooney, C., T, E., Healy, E., & Roberts, S. G. (2023). The Video Game Dialogue Corpus [Data set]. GitHub, Incorporated. https://github.com/seannyD/VideoGameDialogueCorpusPublic
Stephanie Rennick, Melanie Clinton, Elena Ioannidou, Liana Oh, Charlotte Clooney, E. T., Edward Healy, Seán G. Roberts (2023) Gender bias in video game dialogue. Royal Society Open Science 10(5). https://royalsocietypublishing.org/doi/10.1098/rsos.221095
Modified data was filtered and analysed using Excel and Python. Python coding can be found: kyoraven/genderGames at code (github.com)
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TwitterWhen it comes to smartphone video game players in the United States, ** percent of female consumers fall into this category in the U.S.Statista Consumer Insights offer you all results of our exclusive Statista surveys, based on more than ********* interviews.
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TwitterLong gone are the days that video gaming was known exclusively as a hobby for teenage boys - it is now enjoyed by everyone alike. In fact, in 2025, around ***percent of gamers worldwide were women, while men accounted for ** percent of global gaming audiences.
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TwitterIn 2025, around ** percent of both women and men play computer and video games at least occasionally.
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TwitterAttribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
IntroductionVideo games have been shown to offer psychological benefits to gamers during times of stress. One recent, salient example of a stress-inducing event was the COVID-19 pandemic, which created periods of social isolation and uncertainty on a global scale. The current study offers a glimpse into the lives of video gamers during the COVID-19 pandemic and the role of video games in navigating day-to-day stresses during a crisis.MethodsParticipants (n = 13) were recruited online via volunteer sampling and conducted text-based structured interviews via Skype or via email. Using an interview guide developed for this study, participants were asked questions regarding demographic traits such as age, gender, and employment status, as well as questions regarding their current video game play at the time of the interview and general questions, such as whether video games offered any perceived benefits during the COVID-19 lockdown.ResultsReflexive thematic analysis of 13 interviews generated three themes that focus on video games, coping, and well-being. For many participants, video games provided what the lockdown took away: permitting the restoration of agency, community, and a sense of purpose. Immersing oneself in video games was a proactive coping mechanism for some but protective for others, suggesting a range of strategies that likely differed in effectiveness. Finally, gamers discussed the tension between viewing gaming as a beneficial and valuable activity versus unproductive time-wasting.DiscussionQualitative results are evaluated through the lens of self-determination theory. The use of video games to deal with the day-to-day stresses of the COVID-19 pandemic illustrates teachable moments that speak to video gaming as a compensatory activity during times of crisis, which applies to future global health events beyond COVID-19.
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TwitterA 2023 survey in Spain found that around 51 percent of the country's video game players were men, while 49 percent were women. Those aged between 25 to 34 years old were the most common group, as 11 percent of those inside this group were men and 11 percent were women, accounting for around 22 percent of the total gaming audiences altogether.
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TwitterA September to November 2024 survey found that 69 percent of male UK gamers ever played games online. The online gaming reach among female gamers in the United Kingdom was 57 percent, up from 23 percent in 2018. In the most recently measured period, young people were most likely to play games online, with online gaming penetration among those aged 16 to 24 standing at 82 percent.
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TwitterAttribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
The present repository includes :
" [...] furthermore, after reviewing the application for review, no ethical issues were identified by the committee.The committee notes that:The data were collected from a population of individuals who do not a priori present the characteristics of a vulnerable population; The risks associated with participation in the research are minimal; The data collected are anonymous; Individuals have been informed that the data may be used for scientific purposes; However, we remind you that in the future, any research project, as defined in the policy, must be approved by the research ethics committee before proceeding with the collection of data. Therefore, please accept this letter in lieu of an ethics certificate from the Research Ethics Board - Education and Social Sciences of the Université de Sherbrooke. This letter may be used when submitting for publication or presentation of the results of this study or for any results of this study or for any other request related to the ethical approval of this project. "
Mme Ariane Tessier
Coordonnatrice à l'éthique de la recherche - Université de Sherbrooke, CA QC
If you have any problem with the present ressources, don't hesitate to contact me :
simoncoroller.biologie@gmail.com CC : Simon.Coroller@usherbrooke.ca
I would gladly discuss with you !
Best wishes.
COROLLER & FLINOIS
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TwitterA global survey in 2025 found that about ** percent of video gamers worldwide were aged between 25 and 34 years. Gamers aged 35 to 44 years accounted for the second-largest group.
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TwitterIn 2025, women accounted for 47 percent of gamers in the United States, up from 46 percent of U.S. gamers identifying as women during the previous year.
What percentage gamers are female? Almost half of gaming audiences in the United States are female. This development has been ongoing for years, and whereas women are under-represented in games media and the industry, they make up a sizable chunk of gamers and spending power. There are some differences in terms of genre preferences but as a whole, female gaming audiences in the United States are just as engaged as their male counterparts.