100+ datasets found
  1. U.S. video gaming audiences 2023, by generation

    • statista.com
    Updated Nov 27, 2025
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    Statista (2025). 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
    Nov 27, 2025
    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.

  2. Weekly gaming hours of adults in the U.S. 2025, by gender

    • statista.com
    Updated May 15, 2025
    + more versions
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    Statista (2025). Weekly gaming hours of adults in the U.S. 2025, by gender [Dataset]. https://www.statista.com/forecasts/202847/gaming-time-average-week-adults-usa-gender
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    Dataset updated
    May 15, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 2024 - Mar 2025
    Area covered
    United States
    Description

    As of March 2025, 27 percent of female adults in the United States spent one to five hours per week playing video games. A further 20 percent of female respondents stated that they spent six to ten hours on video gaming in an average week. In contrast, 12 percent of male respondents indicated that they spent 11 to 15 hours per week on video games. Overall, 17 percent of responding women were non-gamers and did not spend any time on video games but only 14 percent male adults in the United States were a non-gamer.

  3. m

    Video Game Statistics and Facts

    • market.biz
    Updated Sep 24, 2025
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    Market.biz (2025). Video Game Statistics and Facts [Dataset]. https://market.biz/video-game-statistics/
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    Dataset updated
    Sep 24, 2025
    Dataset provided by
    Market.biz
    License

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

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

    Introduction

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

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

  4. Global gaming penetration Q2 2025, by age and gender

    • statista.com
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    Statista, Global gaming penetration Q2 2025, by age and gender [Dataset]. https://www.statista.com/statistics/326420/console-gamers-gender/
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    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    A 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.

  5. Rea Games Clear Dataset

    • kaggle.com
    zip
    Updated Oct 16, 2024
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    Batuhan Şahan (2024). Rea Games Clear Dataset [Dataset]. https://www.kaggle.com/datasets/brsahan/rea-games-clear-dataset/code
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    zip(1282031 bytes)Available download formats
    Dataset updated
    Oct 16, 2024
    Authors
    Batuhan Şahan
    License

    MIT Licensehttps://opensource.org/licenses/MIT
    License information was derived automatically

    Description

    The Rea Games dataset provides valuable insights into the gaming industry, offering detailed data on game sales, player demographics, and user engagement. This dataset is designed for exploratory data analysis (EDA) to uncover patterns and trends within the gaming sector, helping analysts, game developers, and industry researchers better understand player behavior, revenue drivers, and popular game genres.

    Dataset Overview:

    Game Sales: Detailed information on sales figures for various games, allowing for revenue analysis and trend identification. Player Demographics: Data on player age, gender, and region, enabling segmentation and targeted analysis. User Engagement Metrics: Information on player engagement levels, such as playtime, frequency, and in-game purchases, providing insights into player retention and monetization strategies. Game Categories: Classification of games by genre, platform, and popularity to identify trends across different segments of the gaming market. Columns:

    game_id: Unique identifier for each game in the dataset. game_title: Name of the game. genre: Game genre/category (e.g., action, adventure, simulation). platform: Platform on which the game is available (e.g., PC, console, mobile). release_date: Release date of the game. sales: Sales figures for each game, either in units or revenue. player_age: Age of the player engaging with the game. player_gender: Gender of the player (e.g., Male, Female). region: Geographic region where the game is popular or sold. playtime: Average playtime or engagement hours per player. in_game_purchases: Amount or count of in-game purchases made by players. Possible Use Cases:

    Sales Trend Analysis: Track sales trends over time to identify popular games and profitable genres. Player Demographic Analysis: Segment players by age, gender, and location for targeted marketing. User Engagement Analysis: Explore player engagement metrics to improve retention and in-game purchases. Genre Popularity: Analyze which game genres are most popular across different platforms and demographics. This dataset is a valuable resource for data scientists, marketers, and game developers who want to make data-driven decisions in the gaming industry. By examining sales, demographics, and engagement metrics, users can gain insights to optimize game development, marketing strategies, and monetization efforts.

  6. Video gamer penetration in the United Kingdom 2017-2030

    • statista.com
    • abripper.com
    Updated Oct 25, 2024
    + more versions
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    Jessica Clement (2024). Video gamer penetration in the United Kingdom 2017-2030 [Dataset]. https://www.statista.com/topics/8281/video-gamer-demographics-in-the-united-kingdom-uk/
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    Dataset updated
    Oct 25, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Area covered
    United Kingdom
    Description

    The penetration rate in the 'Games' segment of the media market in the United Kingdom was modeled to amount to 54.59 percent in 2024. Between 2017 and 2024, the penetration rate rose by 23.78 percentage points, though the increase followed an uneven trajectory rather than a consistent upward trend. The penetration rate will steadily rise by 6.94 percentage points over the period from 2024 to 2030, reflecting a clear upward trend.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Games.

  7. Discovering Hidden Trends in Global Video Games

    • kaggle.com
    zip
    Updated Dec 3, 2022
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    The Devastator (2022). Discovering Hidden Trends in Global Video Games [Dataset]. https://www.kaggle.com/datasets/thedevastator/discovering-hidden-trends-in-global-video-games
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    zip(57229 bytes)Available download formats
    Dataset updated
    Dec 3, 2022
    Authors
    The Devastator
    Description

    Discovering Hidden Trends in Global Video Games Sales

    Platforms, Genres, and Profitable Regions

    By Andy Bramwell [source]

    About this dataset

    This dataset contains sales data for video games from all around the world, across different platforms, genres and regions. From the thought-provoking latest release of RPGs to the thrilling adventures of racing games, this database provides an insight into what constitutes as a hit game in today’s gaming industry. Armed with this data and analysis, future developers can better understand what types of gameplay and mechanics resonate more with players to create a new gaming experience. Through its comprehensive analysis on various game titles, genres and platforms this dataset displays detailed insights into how video games can achieve global success as well as providing a wonderful window into the ever-changing trends of gaming culture

    More Datasets

    For more datasets, click here.

    Featured Notebooks

    • 🚨 Your notebook can be here! 🚨!

    How to use the dataset

    This dataset can be used to uncover hidden trends in Global Video Games Sales. To make the most of this data, it is important to understand the different columns and their respective values.

    The 'Rank' column identifies each game's ranking according to its global sales (highest to lowest). This can help you identify which games are most popular globally. The 'Game Title' column contains the name of each video game, which allows you to easily discern one entry from another. The 'Platform' column lists the type of platform on which each game was released, e.g., PlayStation 4 or Xbox One, so that you can make comparisons between platforms as well as specific games for each platform. The 'Year' column provides an additional way of making year-on-year comparisons and tracking changes over time in global video game sales.
    In addition, this dataset also contains metadata such as genre ('Genre'), publisher ('Publisher'), and review score ('Review') that add context when considering a particular title's performance in terms of global sales rankings. For example, it might be more compelling to compare two similar genres than two disparate ones when analyzing how successful a select set of titles have been at generating revenue in comparison with others released globally within that timeline. Lastly but no less important are the three variables dedicated exclusively for geographic breakdowns: North America ('North America'), Europe (Europe), Japan (Japan), Rest of World (Rest of World), and Global (Global). This allows us to see how certain regions contribute individually or collectively towards a given title's overall sales figures; by comparing these metrics regionally or collectively an interesting picture arises -- from which inferences about consumer preferences and supplier priorities emerge!

    Overall this powerful dataset allows researchers and marketers alike a deep dive into market performance for those persistent questions about demand patterns across demographics around the world!

    Research Ideas

    • Analyzing the effects of genre and platform on a game's success - By comparing different genres and platforms, one can get a better understanding of what type of games have the highest sales in different regions across the globe. This could help developers decide which type of gaming content to create in order to maximize their profits.
    • Tracking changes in global video games trends over time - This dataset could be used to analyze how various elements such as genre or platform affect success over various years, allowing developers an inside look into what kind of videos are being favored at any given moment across the world.
    • Identifying highly successful games and their key elements- Developers could look at this data to find any common factors such as publisher or platform shared by successful titles to uncover characteristics that lead to a high rate-of-return when creating video games or other forms media entertainment

    Acknowledgements

    If you use this dataset in your research, please credit the original authors. Data Source

    License

    See the dataset description for more information.

    Columns

    File: Video Games Sales.csv | Column name | Description | |:------------------|:------------------------------------------------------------| | Rank | The ranking of the game in terms of global sales. (Integer) | | Game Title | The title of the game. (String) | | Platform | The platform the game was released on. (String) ...

  8. D

    Turn-based Strategy Games Market Research Report 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Sep 30, 2025
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    Dataintelo (2025). Turn-based Strategy Games Market Research Report 2033 [Dataset]. https://dataintelo.com/report/turn-based-strategy-games-market
    Explore at:
    csv, pptx, pdfAvailable download formats
    Dataset updated
    Sep 30, 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

    Turn-based Strategy Games Market Outlook



    According to our latest research, the global turn-based strategy games market size reached USD 7.2 billion in 2024, with a steady growth trajectory driven by rising engagement and a broadening demographic of players. The market is expected to expand at a CAGR of 8.1% from 2025 to 2033, reaching an estimated USD 13.6 billion by 2033. This robust growth is primarily fueled by technological advancements, the proliferation of mobile gaming platforms, and evolving player preferences for immersive, strategic gameplay experiences.




    One of the primary growth factors for the turn-based strategy games market is the increasing penetration of smartphones and high-speed internet connectivity worldwide. The accessibility of mobile devices has democratized gaming, enabling a wider audience to engage with turn-based strategy titles, which are particularly well-suited for mobile play due to their asynchronous, session-based mechanics. Additionally, the rise of cross-platform compatibility allows players to seamlessly transition between PC, console, and mobile devices, further boosting user engagement and retention. This technological convergence is not only expanding the market’s reach but also encouraging developers to innovate and create more complex, visually appealing, and socially connected turn-based strategy games.




    Another significant growth driver is the evolving demographic profile of gamers. Traditionally, turn-based strategy games attracted a niche audience of hardcore enthusiasts, but recent years have seen a surge in casual and professional gamers alike. The genre’s emphasis on critical thinking, tactical planning, and replayability has made it appealing to a broader spectrum of players, including younger audiences and those seeking intellectually stimulating entertainment. Esports and competitive gaming have also contributed to this growth, with tournaments and leagues dedicated to popular turn-based titles attracting substantial viewership and participation. This shift in player demographics is prompting publishers to diversify their offerings and integrate features such as multiplayer modes, social elements, and regular content updates.




    Furthermore, the proliferation of digital distribution platforms has significantly lowered barriers to entry for both developers and players. Online marketplaces such as Steam, PlayStation Store, Xbox Live, and mobile app stores provide instant access to a vast array of turn-based strategy games, facilitating global reach and rapid dissemination of new titles. This digital transformation has also enabled indie developers to compete alongside established studios, fostering innovation and diversity within the genre. The move towards online distribution is complemented by evolving monetization models, such as free-to-play, in-app purchases, and subscription services, which are attracting new user segments and generating recurring revenue streams for market participants.




    Regionally, Asia Pacific stands out as a powerhouse in the turn-based strategy games market, accounting for a significant share of global revenues. The region’s large population of digitally connected youth, growing middle class, and cultural affinity for strategic and competitive games are key factors driving adoption. North America and Europe also maintain strong market positions, benefiting from mature gaming ecosystems, high disposable incomes, and robust infrastructure for esports and online gaming. Meanwhile, Latin America and the Middle East & Africa are emerging as promising markets, supported by improving internet penetration and increasing investment in gaming content and technology. This dynamic regional outlook underscores the global appeal and growth potential of turn-based strategy games.



    Platform Analysis



    The platform segment of the turn-based strategy games market is a critical determinant of market dynamics, as it directly influences player accessibility, engagement, and monetization opportunities. PC gaming remains a cornerstone of the genre, favored by enthusiasts for its superior hardware capabilities, customizable controls, and support for complex gameplay mechanics. PC platforms are particularly popular for titles that demand high levels of strategic depth and graphical fidelity, such as the Civilization and XCOM series. The robust modding communities and active online forums associated with PC gaming also contribute to prolonged player enga

  9. Video gamers in the United States 2025, by age

    • statista.com
    • abripper.com
    Updated Jul 1, 2025
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    Statista (2025). Video gamers in the United States 2025, by age [Dataset]. https://www.statista.com/forecasts/1277856/video-game-users-age-market-usa
    Explore at:
    Dataset updated
    Jul 1, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 2024 - Mar 2025
    Area covered
    United States
    Description

    As of March 2025, 26 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.

  10. v

    Global Role Playing Games Market Size By Platform, By Distribution Channel,...

    • verifiedmarketresearch.com
    Updated Jul 18, 2024
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    VERIFIED MARKET RESEARCH (2024). Global Role Playing Games Market Size By Platform, By Distribution Channel, By Player Demographics, By Geographic Scope And Forecast [Dataset]. https://www.verifiedmarketresearch.com/product/role-playing-games-market/
    Explore at:
    Dataset updated
    Jul 18, 2024
    Dataset authored and provided by
    VERIFIED MARKET RESEARCH
    License

    https://www.verifiedmarketresearch.com/privacy-policy/https://www.verifiedmarketresearch.com/privacy-policy/

    Time period covered
    2024 - 2031
    Area covered
    Global
    Description

    Role Playing Games Market size was valued at USD 23.21 Billion in 2023 and is projected to reach USD 316.3 Billion by 2031, growing at a CAGR of 16.2% during the forecast period 2024-2031.Global Role Playing Games Market DriversTechnological Advancements: Innovations in graphics, virtual reality (VR), and augmented reality (AR) are enhancing the gaming experience, making RPGs more immersive and appealing to players.Growing Popularity of E-Sports: The rise of e-sports has increased interest in competitive and cooperative RPGs, attracting both casual and professional gamers to the genre.Increased Smartphone Penetration: The widespread use of smartphones and mobile devices has made RPGs more accessible, allowing players to enjoy these games on-the-go.Expanding Gaming Community: The growth of online gaming communities and social platforms enables players to connect, collaborate, and compete, fostering a sense of community and driving RPG engagement.Rise of Freemium and Microtransaction Models: The freemium model, where games are free to play but offer in-game purchases, has expanded the RPG market by attracting a larger audience and generating revenue through microtransactions.Cultural Acceptance of Gaming: Increasing acceptance of gaming as a mainstream form of entertainment is driving the popularity of RPGs across various demographics.Rich Storytelling and Immersive Worlds: RPGs are known for their deep narratives and expansive worlds, attracting players who seek engaging and immersive experiences.Customization and Personalization: The ability to customize characters and gameplay experiences appeals to players' desire for personalization, enhancing their connection to the game.Cross-Platform Play: The development of cross-platform capabilities allows players on different devices to interact and play together, broadening the potential player base for RPGs.Regular Updates and DLC: The continuous release of updates, downloadable content (DLC), and expansions keeps games fresh and engaging, encouraging long-term player investment.

  11. v

    Global Sports Video Gaming Market Size By Type, By Platform, By...

    • verifiedmarketresearch.com
    Updated Oct 14, 2024
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    VERIFIED MARKET RESEARCH (2024). Global Sports Video Gaming Market Size By Type, By Platform, By Demographics, By Geographic Scope And Forecast [Dataset]. https://www.verifiedmarketresearch.com/product/sports-video-gaming-market/
    Explore at:
    Dataset updated
    Oct 14, 2024
    Dataset authored and provided by
    VERIFIED MARKET RESEARCH
    License

    https://www.verifiedmarketresearch.com/privacy-policy/https://www.verifiedmarketresearch.com/privacy-policy/

    Time period covered
    2024 - 2031
    Area covered
    Global
    Description

    Sports Video Gaming Market size was valued at USD 21.2 Billion in 2023 and is projected to reach USD 58.69 Billion by 2031, growing at a CAGR of 13.1% during the forecast period 2024-2031.

    Global Sports Video Gaming Market Drivers

    The Sports Video Gaming Market is influenced by a variety of market drivers, which help shape its growth and innovation. Here are some key drivers:

    Growing Popularity of Esports: The rise of competitive gaming and esports has significantly influenced the sports video gaming market. As more players and viewers engage in esports, demand for sports video games that simulate these experiences increases. Advancements in Technology: Innovations in gaming technology, such as improved graphics, VR and AR experiences, and more sophisticated AI, enhance the overall gaming experience. High-quality visuals and immersive gameplay attract more players.

    Global Sports Video Gaming Market Restraints

    The sports video gaming market, like any other industry, faces a variety of market restraints that can impact its growth and development. Some of the key restraints include:

    High Development Costs: Creating high-quality sports video games can be expensive, often requiring extensive investment in technology, graphics, licensing, and talent. Smaller developers may struggle to compete with larger companies that have more resources. Licensing Issues: Sports video games often require licenses from leagues, teams, and athletes. Negotiating these licenses can be complex and costly. Restrictions or disputes over these licenses can limit the ability to feature authentic teams and players, affecting the game's appeal.

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

    • technavio.com
    pdf
    Updated Jan 17, 2025
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    Technavio (2025). Video Game Market Analysis, Size, and Forecast 2025-2029: North America (US and Canada), Europe (France, Germany, Italy, and UK), Middle East and Africa (Egypt, KSA, Oman, and UAE), APAC (China, India, and Japan), South America (Argentina and Brazil), and Rest of World (ROW) [Dataset]. https://www.technavio.com/report/video-game-market-industry-size-analysis
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Jan 17, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    License

    https://www.technavio.com/content/privacy-noticehttps://www.technavio.com/content/privacy-notice

    Time period covered
    2025 - 2029
    Description

    Snapshot img

    Video Game Market Size 2025-2029

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

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

    What will be the Size of the Video Game Market during the forecast period?

    Explore in-depth regional segment analysis with market size data - historical 2019-2023 and forecasts 2025-2029 - in the full report.
    Request Free Sample

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

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

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

    How is this Video Game Industry segmented?

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

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

    By Platform Insights

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

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

    Game publishers collaborate with game studios

  13. S

    Mobile Games Statistics 2025: Demographics, Monetization, and Market Leaders...

    • sqmagazine.co.uk
    Updated Oct 3, 2025
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    SQ Magazine (2025). Mobile Games Statistics 2025: Demographics, Monetization, and Market Leaders [Dataset]. https://sqmagazine.co.uk/mobile-games-statistics/
    Explore at:
    Dataset updated
    Oct 3, 2025
    Dataset authored and provided by
    SQ Magazine
    License

    https://sqmagazine.co.uk/privacy-policy/https://sqmagazine.co.uk/privacy-policy/

    Time period covered
    Jan 1, 2024 - Dec 31, 2025
    Area covered
    Global
    Description

    On a freezing January morning, 14-year-old Milo sat bundled in a hoodie, fingers tapping rapidly on his phone. What looked like idle time was actually intense strategy; he was leading his clan in a global multiplayer battle while waiting for the school bus. This simple moment is no outlier. It's...

  14. G

    Game User Research Market Research Report 2033

    • growthmarketreports.com
    csv, pdf, pptx
    Updated Sep 1, 2025
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    Growth Market Reports (2025). Game User Research Market Research Report 2033 [Dataset]. https://growthmarketreports.com/report/game-user-research-market
    Explore at:
    pptx, pdf, csvAvailable download formats
    Dataset updated
    Sep 1, 2025
    Dataset authored and provided by
    Growth Market Reports
    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Game User Research Market Outlook



    According to our latest research, the global Game User Research market size reached USD 679.2 million in 2024, reflecting the surging demand for player-centric game development. The market is experiencing robust expansion, with a compound annual growth rate (CAGR) of 11.3% projected from 2025 to 2033. By 2033, the Game User Research market is anticipated to reach USD 1.77 billion. The principal growth factor is the gaming industryÂ’s ongoing shift towards user experience optimization and data-driven decision-making, as developers and publishers strive to deliver engaging, successful games in an increasingly competitive landscape.



    A key driver fueling the growth of the Game User Research market is the escalating complexity and scale of modern video games. As games become more sophisticated, with expansive worlds, intricate mechanics, and diverse player bases, developers are investing heavily in user research to ensure their products meet the high expectations of global audiences. The adoption of advanced analytics, playtesting, and biometric feedback enables studios to identify pain points, refine gameplay loops, and minimize churn, ultimately leading to higher player satisfaction and retention rates. This trend is particularly pronounced among AAA studios, but is increasingly being embraced by indie developers seeking to differentiate their titles in crowded digital marketplaces.



    Another significant growth factor is the proliferation of gaming platforms, including mobile, VR/AR, and cloud gaming, which has diversified the player demographic and necessitated more nuanced research methodologies. The rise of mobile gaming, in particular, has expanded the market beyond traditional PC and console users, compelling researchers to account for varying play environments, device constraints, and session lengths. Furthermore, the integration of virtual and augmented reality into mainstream gaming has introduced new dimensions to user experience evaluation, requiring specialized tools and expertise to assess immersion, comfort, and accessibility. As a result, the Game User Research market is evolving rapidly, with service providers and software vendors developing innovative solutions to address these emerging needs.



    The increasing recognition of user research as a critical component of game development pipelines is also driving market growth. Major publishers and studios are establishing dedicated research teams, while smaller studios are leveraging third-party services to access expert insights without significant overhead. The growing academic interest in game studies and player psychology further supports the market, as universities and research institutes collaborate with industry partners to advance methodologies and share best practices. This ecosystem of knowledge exchange is elevating the quality and impact of game user research, solidifying its role as a strategic asset for developers aiming to create compelling, commercially successful games.



    The integration of a UX Research Platform into the game development process is becoming increasingly vital as studios aim to enhance player satisfaction and engagement. These platforms offer comprehensive tools for gathering and analyzing player feedback, allowing developers to fine-tune game mechanics and narratives based on real user data. By leveraging UX Research Platforms, studios can streamline their research efforts, reduce time-to-market, and ensure that their games resonate with diverse player demographics. This approach not only improves the quality of the gaming experience but also contributes to higher retention rates and player loyalty, which are crucial in the competitive gaming industry.



    Regionally, North America and Europe continue to dominate the Game User Research market, owing to the concentration of leading game developers, publishers, and research firms in these regions. However, the Asia Pacific market is witnessing the fastest growth, propelled by the booming gaming industry in countries such as China, Japan, and South Korea. These markets are characterized by large, diverse player bases and a strong appetite for innovative gaming experiences, prompting local developers to invest in sophisticated user research practices. As global studios increasingly target Asian gamers, cross-cultural research and localization efforts are becoming integral to market strategies, further exp

  15. Gaming Dataset

    • kaggle.com
    zip
    Updated Apr 27, 2025
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    Mohd Sukry (2025). Gaming Dataset [Dataset]. https://www.kaggle.com/datasets/mohdsukry0000/gaming-dataset
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    zip(1257 bytes)Available download formats
    Dataset updated
    Apr 27, 2025
    Authors
    Mohd Sukry
    Description

    Date - The date when the gaming session took place.

    Session_Duration - The total time (typically measured in minutes or hours) that the player spent in the game during that session.

    Game_Mode - The type of game mode played during the session (for example: Capture the Flag, Battle Royale, Team Deathmatch, or Search & Destroy).

    Total_Matches - The total number of matches or rounds the player participated in during the session.

    Wins - The number of matches that the player won during the session.

    Losses - The number of matches that the player lost during the session.

    Kill_Death_Ratio - The ratio of kills to deaths achieved by the player. It measures performance efficiency, where a higher ratio indicates better performance.

    Average_Score - The average score the player achieved per match during the session.

    Accuracy_% - The percentage of successful shots (hits) compared to the total shots fired by the player during the session.

    Money_Spent - The total amount of real-world money spent during the session, often for purchasing in-game items, skins, or upgrades.

    In_Game_Purchases - The number of in-game items purchased, whether using in-game currency or real money.

    Subscription_Status - Indicates whether the player had an active subscription (such as a battle pass or premium membership) during the session. Typically noted as "Active" or "Inactive".

    Friends_Playing - The number of the player’s friends who were online and playing at the same time during the session.

    Average_FPS - The average frames per second (FPS) experienced by the player, reflecting the smoothness of game performance.

    Latency_ms The average network latency (or ping) measured in milliseconds during the session. Lower latency generally means a smoother online gaming experience.

    Device_Type - The type of device the player used during the session, such as PC or Mobile.

  16. U.S. video gaming audiences 2006-2025, by gender

    • statista.com
    • abripper.com
    Updated Jun 16, 2025
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    Statista (2025). U.S. video gaming audiences 2006-2025, by gender [Dataset]. https://www.statista.com/statistics/232383/gender-split-of-us-computer-and-video-gamers/
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    Dataset updated
    Jun 16, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    In 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.

  17. S

    Sports Video Gaming Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated May 18, 2025
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    Data Insights Market (2025). Sports Video Gaming Report [Dataset]. https://www.datainsightsmarket.com/reports/sports-video-gaming-1929424
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    pdf, doc, pptAvailable download formats
    Dataset updated
    May 18, 2025
    Dataset authored and provided by
    Data Insights Market
    License

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

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

    The global sports video gaming market is experiencing robust growth, driven by increasing smartphone penetration, the rise of esports, and the continuous evolution of gaming technology. The market's appeal spans diverse age groups and demographics, fueled by the immersive experiences offered by advanced graphics, realistic gameplay, and engaging online multiplayer modes. Popular game genres like racing, fighting, and sports simulations continue to dominate, while the emergence of innovative gameplay mechanics and virtual reality (VR) integration expands the market's potential. Key players such as Electronic Arts, Activision Blizzard, and 2K Games are heavily invested in developing high-quality sports video games, fostering competition and innovation within the sector. The market is segmented across various platforms, including desktop, notebook, consoles, and mobile devices, each contributing to overall market expansion. Geographic regions like North America and Europe currently hold significant market share, but Asia Pacific is exhibiting rapid growth potential due to rising disposable incomes and increasing internet access. The forecast period (2025-2033) anticipates sustained expansion, driven by continuous technological advancements and the evolving preferences of gamers worldwide. Challenges, however, remain such as maintaining player engagement, combating game piracy, and navigating the ever-changing landscape of technological innovation. The competitive landscape is characterized by a mix of established industry giants and emerging developers. Strategic partnerships, mergers, and acquisitions are common strategies employed to enhance market presence and product portfolios. The focus on enhancing user experience through features like cross-platform compatibility, personalized gameplay, and robust online communities is crucial for sustained market success. The market is poised for further growth through the expansion into new markets and emerging platforms, alongside technological innovations that continue to blur the lines between virtual and real-world sports experiences. The continuous integration of esports into the mainstream sporting landscape further fuels the expansion of this dynamic and lucrative market segment. A careful analysis of market trends and consumer behavior will be key to companies’ long-term competitiveness and success. The market is anticipated to maintain a strong growth trajectory, offering lucrative opportunities for both established and emerging players in the coming years.

  18. w

    Global Online Video Game Market Research Report: By Game Genre (Action,...

    • wiseguyreports.com
    Updated Oct 12, 2025
    + more versions
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    (2025). Global Online Video Game Market Research Report: By Game Genre (Action, Adventure, Role-Playing, Simulation, Strategy), By Platform (PC, Console, Mobile, Cloud, Virtual Reality), By Monetization Model (Free-to-Play, Buy-to-Play, Subscription-Based, In-Game Purchases, Sponsorship), By User Demographics (Children, Teenagers, Adults, Seniors) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2035 [Dataset]. https://www.wiseguyreports.com/reports/online-video-game-market
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    Dataset updated
    Oct 12, 2025
    License

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

    Time period covered
    Oct 25, 2025
    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2023
    REGIONS COVEREDNorth America, Europe, APAC, South America, MEA
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 2024196.9(USD Billion)
    MARKET SIZE 2025207.3(USD Billion)
    MARKET SIZE 2035350.0(USD Billion)
    SEGMENTS COVEREDGame Genre, Platform, Monetization Model, User Demographics, Regional
    COUNTRIES COVEREDUS, Canada, Germany, UK, France, Russia, Italy, Spain, Rest of Europe, China, India, Japan, South Korea, Malaysia, Thailand, Indonesia, Rest of APAC, Brazil, Mexico, Argentina, Rest of South America, GCC, South Africa, Rest of MEA
    KEY MARKET DYNAMICSRapid technological advancements, Increasing mobile gaming popularity, Growing esports industry, Rising adoption of cloud gaming, Expanding social interaction features
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDTakeTwo Interactive, Activision Blizzard, Riot Games, Microsoft, Tencent, Epic Games, Bandai Namco Entertainment, Zynga, NetEase, Valve Corporation, Nintendo, Sony, Square Enix, Ubisoft, Electronic Arts
    MARKET FORECAST PERIOD2025 - 2035
    KEY MARKET OPPORTUNITIESMobile gaming expansion, Cross-platform gaming integration, Esports growth and monetization, Virtual reality gaming experiences, Subscription-based game services
    COMPOUND ANNUAL GROWTH RATE (CAGR) 5.3% (2025 - 2035)
  19. Global Video Game Sales and Reviews

    • kaggle.com
    zip
    Updated Dec 20, 2023
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    The Devastator (2023). Global Video Game Sales and Reviews [Dataset]. https://www.kaggle.com/datasets/thedevastator/global-video-game-sales-and-reviews
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    zip(57229 bytes)Available download formats
    Dataset updated
    Dec 20, 2023
    Authors
    The Devastator
    Description

    Global Video Game Sales and Reviews

    Global Video Game Performance: Sales, Reviews, and Rankings

    By Andy Bramwell [source]

    About this dataset

    The elements covered in this well-curated dataset include: The ranking of the game based on global sales under the column 'Rank'. This metric provides perspective on how popular or successful a particular game has been across countries in comparison to others during its time. Noting that video games' popularity could vary greatly from one geography to another due to factors like cultural nuances, gamer preferences, etc., regional sales have been marked separately for North America (North America), Europe (Europe), Japan (Japan) as well as for other parts of the World excluding these three regions under the column 'Rest of World'.

    For easy identification among massive chunks of data, we've included each game's title (Game Title) along with additional categorization based on their genre (Genre). From action-packed adventures to strategic board-like scenarios or enchanted magic realms - classifications cover it all! In addition, detailed information about publishers can be found under 'Publisher', which grants insights about leading companies dominating market shares.

    Further details expand into mentioning platforms such as PS4, Xbox, PC where these games can be played under 'Platform'. A unique attribute covered in this database is ‘Review’. Given that critique ratings play an influential role in engaging new players into trying out a particular video game or boosting existing user morale regarding their choice; this numeric representation ranging typically from 1-10 vividly captures public opinion about them.

    Lastly, just for keeping tabs on ever-evolving gaming technology standards where newer versions often outshine predecessors irrespective of actual gameplay quality itself; having release years mentioned ('Year') proves beneficial for categorizing them chronologically. This helps correlate whether higher sales figures can sometimes merely be indicative of more people having access to necessary high-end gaming hardware during later periods.

    In essence, this dataset titled ‘Video Games Sales.csv’ holds immense potential for informative deep-dives into the Video Game industry's trends and paradigms, forming a solid foundation for market research, academic purposes or personal projects

    How to use the dataset

    This dataset provides extensive information about various video game titles, their sales performance across multiple regions, publisher details and game reviews. Follow the steps outlined below to make the most out of this remarkable dataset!

    1. Game Research & Evaluation:

    With columns such as 'Game Title', 'Genre' and 'Review', you can research on particular games or genres that interest you. You can evaluate a game based on its review scores, delving into what makes a top-rated game.

    2. Publisher Analysis:

    The 'Publisher' column lets you track which publishers are behind the most successful games in terms of sales and reviews. This analysis could be useful for people interested in business trends in gaming industry or trying to identify potential innovative publishers.

    3. Regional Market Trend Identification:

    You can use data from columns like ‘North America’, ‘Europe’, ‘Japan’ and ‘Rest of World’ to study regional market trends for certain genres or platforms; it might enable one to recognize patterns over time or cultural preferences with regard to video games.

    4. Global Sales Analysis:

    Using the 'Global' column, you could observe which games have been globally successful, going beyond regional preferences by genre or platform.

    5. Platform Insight:

    The platform on which a particular game is available is another significant factor (e.g., PC, PS4, Xbox). By utilizing the data contained in this dataset regarding platforms, one may learn how platform choice impacts global sales as well as discern any correlation between preferred platform types among specific regions.

    Remember that every statistical analysis begins with knowing your data - dive deep into each variable; explore patterns within variables before looking at correlations between different fields.

    Don't forget - when engaged with comprehensive datasets like these - creativity is your only limit! Happy analyzing!

    Research Ideas

    • Trend Analysis: This dataset can be used to analyze the trends in video game preferences over the years based on genre, publisher, platform and region. It can provide interesting insights into how consumer tastes have evolved with time and which game genres are becoming more popular.
    • Sales Forecasting: U...
  20. Gamblification, Youth and Digital Games: A Dataset on Gaming Practices and...

    • figshare.com
    csv
    Updated Oct 30, 2025
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    Pedro Fernández-de-Castro; Daniel Aranda; Mireia Montaña Blasco (2025). Gamblification, Youth and Digital Games: A Dataset on Gaming Practices and Emotional Impacts Among Spanish Young People in Spain [Dataset]. http://doi.org/10.6084/m9.figshare.30467558.v3
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    csvAvailable download formats
    Dataset updated
    Oct 30, 2025
    Dataset provided by
    Figsharehttp://figshare.com/
    Authors
    Pedro Fernández-de-Castro; Daniel Aranda; Mireia Montaña Blasco
    License

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

    Area covered
    Spain
    Description

    Cross-sectional survey of individuals aged 16–25 residing in Spain (n = 1,000), fielded in June 2025. The dataset captures demographics, gaming practices, exposure to gamblified mechanics (e.g., loot boxes, randomized rewards, time-limited offers), spending bands, emotional responses, and perceptions among non-players.The survey questionnaire (available as related material) consists of three sections: 1) sociodemographic data; 2) gamers (n=927); and 3) non-gamers (n=73). To distinguish between gamers and non-gamers, a filter question was placed at the end of section 1 (“Do you regularly play video games, mobile games, or digital games?”).The first section collects information on: sex/gender, municipality of residence, province/community of residence according to Nielsen area, size of municipality of residence, level of education completed, and current employment status.Block two collects information on estimated weekly hours of play, the device usually used, estimated monthly money spent on video games, and the two most played games. It also includes five-point Likert scale questions (disagree/agree) on issues related to random mechanisms, payments, or gaming habits.The third section repeats the same pattern of five-point Likert scale questions (disagree/agree) but from the perspective of non-video game players.

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Statista (2025). U.S. video gaming audiences 2023, by generation [Dataset]. https://www.statista.com/statistics/189582/age-of-us-video-game-players/
Organization logo

U.S. video gaming audiences 2023, by generation

Explore at:
122 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Nov 27, 2025
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.

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