99 datasets found
  1. Video game revenue in Europe 2022-2032, by platform

    • statista.com
    Updated Feb 6, 2024
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    Statista (2024). Video game revenue in Europe 2022-2032, by platform [Dataset]. https://www.statista.com/statistics/1450836/europe-games-revenue-category/
    Explore at:
    Dataset updated
    Feb 6, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2023
    Area covered
    Europe
    Description

    With the almost universal adoption of smartphones and mobile internet in Europe, it is hardly a surprise that this platform is also the highest-grossing gaming platform. In 2023, the European mobile gaming segment generated about **** billion U.S. dollars in revenues. Console gaming was ranked second with **** billion U.S. dollars in revenue during the measured period.

  2. Video game market revenue in the EU 2017-2030, by country

    • statista.com
    • abripper.com
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    Statista, Video game market revenue in the EU 2017-2030, by country [Dataset]. https://www.statista.com/forecasts/1462663/europe-video-game-revenue-by-country
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    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Europe
    Description

    In 2024, Germany ranked first by revenue in the 'Games' segment of the media market among the 27 countries presented in the ranking. Germany's revenue amounted to ************* U.S. dollars, while France and Italy, the second and third countries, had records amounting to ************ U.S. dollars and ************ U.S. dollars, respectively.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Games.

  3. 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
    Explore at:
    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...
  4. Video Game Sales

    • kaggle.com
    zip
    Updated Oct 26, 2016
    + more versions
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    GregorySmith (2016). Video Game Sales [Dataset]. https://www.kaggle.com/datasets/gregorut/videogamesales
    Explore at:
    zip(390286 bytes)Available download formats
    Dataset updated
    Oct 26, 2016
    Authors
    GregorySmith
    Description

    This dataset contains a list of video games with sales greater than 100,000 copies. It was generated by a scrape of vgchartz.com.

    Fields include

    • Rank - Ranking of overall sales

    • Name - The games name

    • Platform - Platform of the games release (i.e. PC,PS4, etc.)

    • Year - Year of the game's release

    • Genre - Genre of the game

    • Publisher - Publisher of the game

    • NA_Sales - Sales in North America (in millions)

    • EU_Sales - Sales in Europe (in millions)

    • JP_Sales - Sales in Japan (in millions)

    • Other_Sales - Sales in the rest of the world (in millions)

    • Global_Sales - Total worldwide sales.

    The script to scrape the data is available at https://github.com/GregorUT/vgchartzScrape. It is based on BeautifulSoup using Python. There are 16,598 records. 2 records were dropped due to incomplete information.

  5. Leading video game markets in Europe 2025, by revenue

    • statista.com
    Updated Jul 10, 2025
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    Statista (2025). Leading video game markets in Europe 2025, by revenue [Dataset]. https://www.statista.com/forecasts/788396/leading-gaming-markets-by-revenue-in-europe
    Explore at:
    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2025
    Area covered
    Europe
    Description

    In 2025, the United Kingdom was the leading gaming market in Europe, with estimated annual video game revenues of close to **** billion U.S. dollars. Germany followed in second place.

  6. Video Game Sales

    • kaggle.com
    zip
    Updated Nov 15, 2025
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    Volodymyr Pivoshenko 🇺🇦 (2025). Video Game Sales [Dataset]. https://www.kaggle.com/datasets/volodymyrpivoshenko/video-game-sales-dataset
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    zip(390306 bytes)Available download formats
    Dataset updated
    Nov 15, 2025
    Authors
    Volodymyr Pivoshenko 🇺🇦
    License

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

    Description

    This dataset provides an extensive record of worldwide video game sales and rankings, featuring individual entries for over 45000 titles released across multiple platforms such as PC, PlayStation, Xbox, and Nintendo consoles. Each record includes the game's name, platform, year of release, genre, publisher, and sales figures from North America, Europe, Japan, other regions, and the global total. Intended for analytics and market research, the dataset enables detailed exploration of sales trends by year, platform, region, or genre, and supports comparative studies of publishers' market impact and global video game popularity over the decades. It is ideal for machine learning, business intelligence, and historical analysis tasks related to the video game industry

  7. 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

  8. Share of video gaming revenues in Western Europe 2024, by device

    • statista.com
    Updated Aug 15, 2025
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    Statista (2025). Share of video gaming revenues in Western Europe 2024, by device [Dataset]. https://www.statista.com/statistics/1221092/europe-video-gaming-revenue-split-device/
    Explore at:
    Dataset updated
    Aug 15, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2024
    Area covered
    Europe
    Description

    In 2024, 38 percent of gaming revenues in the leading gaming markets in Europe were generated via console. Mobile gaming revenues also accounted for a 44 percent market share. The leading gaming markets in Western Europe are France, the UK, Germany, Spain, and Italy.

  9. Video Games Sales [1980-2020]

    • kaggle.com
    zip
    Updated Oct 8, 2023
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    LWobole (2023). Video Games Sales [1980-2020] [Dataset]. https://www.kaggle.com/datasets/bobivanleyga/video-games-sales-1980-2020
    Explore at:
    zip(928683 bytes)Available download formats
    Dataset updated
    Oct 8, 2023
    Authors
    LWobole
    Description

    This dataset contains a list of video games with and their sales record. This was sourced from vgsales dataset scraped from vgchartz.com showing video game sales and copies sold from different regions around the world.

    Features:

    Name - The game's name

    Platform - Platform of the games release (i.e. PC,PS4, etc.)

    Year - Year of the game's release

    Genre - Genre of the game

    Publisher - Publisher of the game

    Region - Sales in NA (North America), EU (Europe), JP (Japan) and Other Regions (in millions)

    Total Sales - Total worldwide sales.

  10. Global Video Game Sales and Ratings

    • kaggle.com
    zip
    Updated Dec 20, 2023
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    The Devastator (2023). Global Video Game Sales and Ratings [Dataset]. https://www.kaggle.com/datasets/thedevastator/global-video-game-sales-and-ratings
    Explore at:
    zip(72400 bytes)Available download formats
    Dataset updated
    Dec 20, 2023
    Authors
    The Devastator
    Description

    Global Video Game Sales and Ratings

    Global Overview of Video Game Sales, User and Critic Ratings

    By LearnToViz [source]

    About this dataset

    The Video Game Sales and Ratings Dataset is a comprehensive collection of data points concerning the video game industry. Predominantly prepared with the intent of facilitating data-driven decision making, this dataset serves as an essential tool for game developers, publishers, critics and researchers interested in examining trends and patterns within this burgeoning domain.

    Consisting of a wide gamut of variables such as platform availability, genre classification, publishing entities involved, developers responsible for creating the games to understanding their global reach through sales figures across various regions including North America (NA_Sales), Europe (EU_Sales), Japan (JP_Sales) and even other diverse regions consolidated under 'Other_Sales'- this dataset offers an in-depth exploration into the intricacies inherent in video gaming business dynamics.

    Furthermore, since it includes both critic reviews and user ratings along with associated count metrics that denote how many individuals voiced their opinion via these ratings; it not only lends performance transparency but also ensures broad inclusivity to make assessment more holistic. Therein lies its uniqueness: aptly capturing both market reception (sales diligence) along with perceptual quality review criteria led by expert critics and public users alike.

    To facilitate a thorough understanding our array fields also cover critical detail including 'Year_of_Release', offering temporal insight into when these games arrived on market shelves around the world; how they have been categorized ('Genre'), which platforms host these games ('Platform'); who took responsibility for developing them ('Developer') & then getting them promoted or distributed to target consumer base ('Publisher').

    Our 'User_Count' column offers further informed perspective about community engagement levels while inclusion of 'Rating' variable provides standards-based categorical info about age-specific content appropriateness as per internationally recognized rating agency- Entertainment Software Rating Board. With all these multifaceted components combined together in one robust dataset- rich analysis like sales forecasting, trend identification or patterns discernment among others can be most effectively accomplished.

    By providing such a wealth of diverse and detailed information, this dataset opens up a world of possibilities for analysis and investigation that stretches the boundaries of what we can learn about video games- both as entertainment artifacts and as commercial entities. Overall this dataset stands to be an informative resource to better comprehend the complex dynamics shaping the globally-flourishing video game industry

    How to use the dataset

    This guide will provide tips on how to effectively navigate this dataset for both beginners in Data Science and researchers with more advanced skills.

    • Getting Started: Familiarize yourself with the general contents of the data file by checking all column descriptions. This will give you an overarching understanding of what kind of data you can find in this dataset.

    • Conceptual Understanding: Understand the context each column provides for every unique video game title:

    • Platform: Can help highlight which gaming platforms have optimal sales.

    • Year_of_Release: Can provide insights into gaming market trends or allow creation of timeline analysis.

    • Genre: Useful for analyzing popular genres or identifying niche markets.

    • Publisher / Developer: Monitoring these can reveal industry leaders or developers that consistently produce well-received games.

    • NA_Sales / EU_Sales / JP_Sales / Other_Sales / Global_Sales : These columns are instrumental in performing regional market analyses, studying performance indicators globally, or comparing regional popularity differences versus global acceptance levels.

    • User Scores Vs Critic Scores: These two columns might present divergent perspectives about a video-game's quality; critics might highly rate games users didn't favor & vice versa. Exploring these discrepancies could prove intriguing!

    • Choosing Tasks:

      • Exploratory Data Analysis (EDA): This could be your first step if you're starting out learning how to handle datasets; identify missing values/nulls & their impact on data analysis; extract meaningful summary statistics.

      • Data Visualization: Generate charts, scatter plots, heat maps etc. to encapsulate sale...

  11. Video Game Sales Practice Test

    • kaggle.com
    zip
    Updated Nov 12, 2019
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    Michael Lomuscio (2019). Video Game Sales Practice Test [Dataset]. https://www.kaggle.com/datasets/mlomuscio/video-game-sales-practice-test
    Explore at:
    zip(390286 bytes)Available download formats
    Dataset updated
    Nov 12, 2019
    Authors
    Michael Lomuscio
    Description

    The Purpose of this Dataset

    This is a copy of Gregory Smith's dataset that I am using to create a practice test for my Introduction to Data Science students. You can find Gregory's original dataset here.

    The Data

    This dataset contains a list of video games with sales greater than 100,000 copies. It was generated by a scrape of vgchartz.com.

    • Fields include
    • Rank - Ranking of overall sales
    • Name - The games name
    • Platform - Platform of the games release (i.e. PC,PS4, etc.)
    • Year - Year of the game's release
    • Genre - Genre of the game
    • Publisher - Publisher of the game
    • NA_Sales - Sales in North America (in millions)
    • EU_Sales - Sales in Europe (in millions)
    • JP_Sales - Sales in Japan (in millions)
    • Other_Sales - Sales in the rest of the world (in millions)
    • Global_Sales - Total worldwide sales.

    The script to scrape the data is available at https://github.com/GregorUT/vgchartzScrape. It is based on BeautifulSoup using Python. There are 16,598 records. 2 records were dropped due to incomplete information.

  12. Z

    Video Games Sales

    • data-staging.niaid.nih.gov
    • zenodo.org
    Updated Jan 25, 2022
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    Gregory Smith (2022). Video Games Sales [Dataset]. https://data-staging.niaid.nih.gov/resources?id=zenodo_5898310
    Explore at:
    Dataset updated
    Jan 25, 2022
    Dataset provided by
    Kaggle
    Authors
    Gregory Smith
    License

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

    Description

    This dataset contains a list of video games with sales greater than 100,000 copies. It was generated by a scrape of vgchartz.com.

    Fields include

    Rank - Ranking of overall sales

    Name - The games name

    Platform - Platform of the games release (i.e. PC,PS4, etc.)

    Year - Year of the game's release

    Genre - Genre of the game

    Publisher - Publisher of the game

    NA_Sales - Sales in North America (in millions)

    EU_Sales - Sales in Europe (in millions)

    JP_Sales - Sales in Japan (in millions)

    Other_Sales - Sales in the rest of the world (in millions)

    Global_Sales - Total worldwide sales.

    The script to scrape the data is available at https://github.com/GregorUT/vgchartzScrape. It is based on BeautifulSoup using Python. There are 16,598 records. 2 records were dropped due to incomplete information.

  13. Computer Game Publishing in the UK - Market Research Report (2015-2030)

    • ibisworld.com
    Updated Oct 15, 2024
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    IBISWorld (2024). Computer Game Publishing in the UK - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/united-kingdom/market-research-reports/computer-game-publishing-industry/
    Explore at:
    Dataset updated
    Oct 15, 2024
    Dataset authored and provided by
    IBISWorld
    License

    https://www.ibisworld.com/about/termsofuse/https://www.ibisworld.com/about/termsofuse/

    Time period covered
    2014 - 2029
    Area covered
    United Kingdom
    Description

    Games published for the major game consoles are the biggest source of revenue in the Computer Game Publishing industry. However, social games played online and on mobile phones are becoming more significant. Video games are played by all age groups and demographics, offering publishers a wide potential market. Mobile phone gaming has made games more accessible for people who would otherwise not be inclined to buy console or PC games. User-friendly devices are encouraging older generations to play games. Industry revenue is estimated to climb at a compound annual rate of 1.9% over the five years through 2024-25 to reach £1.1 billion. Each new generation of consoles typically results in cyclical sales growth as consumers upgrade to the newest machines and games. The industry was unaffected by the pandemic and was supported by the release of the next generation of consoles, the PlayStation 5 and the Xbox Series X, launched in November 2020. The ninth generation of consoles has boosted the industry tremendously, with regular successful games published each year since its launch. Another development that emerged was the innovative gaming model introduced by the free-to-play game Fortnite, which reaped substantial returns through in-game purchases. Publishers also capitalised on selling additional content like maps and missions to gamers for a fee, further expanding their revenue streams. Revenue is forecast to jump by 0.9% in 2024-25. The average industry profit margin is expected to remain unchanged. Game sales are likely to flourish as consumers respond to games released on the latest generation of consoles and users continue to make the move to the latest consoles. Industry revenue is expected to grow at a compound annual rate of 1.9% to reach £1.2 billion in 2029-30. The industry is likely to rely more on microtransactions and freemium models to drive revenue, while also exploring the potential of the burgeoning mobile game market. Some publishers may pivot to iconic titles to gain a competitive edge, indicating that the industry may become more comparable to the film sector and have greater cross-franchising and product licensing.

  14. Revenue of video game consoles in Europe 2018-2030

    • statista.com
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    Statista, Revenue of video game consoles in Europe 2018-2030 [Dataset]. https://www.statista.com/forecasts/1196066/revenue-video-game-consoles-europe
    Explore at:
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Europe
    Description

    The revenue in the 'Game Consoles' segment of the consumer electronics market in Europe was modeled to stand at ************ U.S. dollars in 2024. Following a continuous upward trend, the revenue has risen by ************ U.S. dollars since 2018. Between 2024 and 2030, the revenue will rise by ************ U.S. dollars, continuing its consistent upward trajectory.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Game Consoles.

  15. b

    Video Game Sales

    • berd-platform.de
    csv
    Updated Jul 31, 2025
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    Gregory Smith; Gregory Smith (2025). Video Game Sales [Dataset]. http://doi.org/10.82939/bgvgb-tar18
    Explore at:
    csvAvailable download formats
    Dataset updated
    Jul 31, 2025
    Dataset provided by
    Kaggle
    Authors
    Gregory Smith; Gregory Smith
    Description

    This dataset contains a list of video games with sales greater than 100,000 copies. It was generated by a scrape of vgchartz.com. There are 16,598 records. 2 records were dropped due to incomplete information. The data set is 1.36 MB large.

    Fields include Rank - Ranking of overall sales Name - The games name Platform - Platform of the games release (i.e. PC,PS4, etc.) Year - Year of the game's release Genre - Genre of the game Publisher - Publisher of the game NA_Sales - Sales in North America (in millions) EU_Sales - Sales in Europe (in millions) JP_Sales - Sales in Japan (in millions) Other_Sales - Sales in the rest of the world (in millions) Global_Sales - Total worldwide sales.

  16. Gaming Hardware Market Analysis Europe - Size and Forecast 2024-2028

    • technavio.com
    pdf
    Updated Sep 14, 2024
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    Technavio (2024). Gaming Hardware Market Analysis Europe - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/europe-gaming-hardware-market-analysis
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Sep 14, 2024
    Dataset provided by
    TechNavio
    Authors
    Technavio
    License

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

    Time period covered
    2024 - 2028
    Description

    Snapshot img

    Europe Gaming Hardware Market Size 2024-2028

    The Europe gaming hardware market size is forecast to increase by USD 3.91 billion, at a CAGR of 5% between 2023 and 2028.

    The European gaming hardware market is experiencing significant growth, driven by the increasing popularity of e-sports games and multiplayer video games. The region's burgeoning gaming community is fueling demand for advanced gaming hardware to support immersive AR/VR gaming experiences. However, this market expansion faces challenges. The proliferation of counterfeit gaming industry products poses a significant threat, as these inferior alternatives undermine the value proposition of authentic offerings. Companies must prioritize quality and security to differentiate themselves and maintain customer trust. Additionally, staying abreast of evolving gaming trends and technologies is crucial for market success.
    Adapting to these dynamics requires strategic planning, innovative product development, and effective marketing strategies. By focusing on these opportunities and challenges, gaming hardware providers can capitalize on the market's potential and navigate the competitive landscape effectively.
    

    What will be the size of the Europe Gaming Hardware Market during the forecast period?

    Explore in-depth regional segment analysis with market size data - historical 2018-2022 and forecasts 2024-2028 - in the full report.
    Request Free Sample

    In Europe's dynamic gaming hardware market, haptic feedback technology is gaining traction, enhancing user experience (UX) for gamers. Facebook Gaming and YouTube Gaming are leading streaming platforms, driving e-sports prize pools to new heights. E-sports leagues and teams are at the forefront of innovation, with high refresh rates and low input lag becoming essential for optimal game performance. RGB lighting and mechanical switches are popular customization options, while game optimization and system requirements remain key considerations.
    E-sports players and sponsors continue to shape gaming culture, with e-sports viewership reaching unprecedented levels. Streaming software and e-sports events are essential components of this thriving industry, offering fans an immersive experience with minimal frame rate drops and response time delays.
    

    How is this market segmented?

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

    Product
    
      Consoles
      PC
      Accessories
    
    
    Geography
    
      Europe
    
        France
        Germany
        UK
    

    By Product Insights

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

    Gaming consoles, which serve as computer devices for video signal output, have evolved significantly from cartridge-based systems to those with built-in storage. Innovative features like touch controls, voice recognition, and gesture control continue to be integrated. The e-sports phenomenon has fueled the growth of the market, with casual gamers also catered to by options such as OUYA, PlayStation Vita TV, Amazon Fire TV, and Apple TV. Artificial intelligence and machine learning have become essential in gaming, enhancing user experiences through personalized recommendations and improved gameplay. Game marketing strategies have shifted towards subscription services, sponsorships, and influencer partnerships, while multiplayer gaming and competitive tournaments continue to attract large audiences.

    Virtual reality and augmented reality technologies have added immersive dimensions to gaming, further expanding the market. Gaming software, including game engines and development tools, have seen significant advancements, enabling the creation of high-quality, engaging games. Free-to-play games have gained popularity, with in-game purchases contributing to revenue growth. Gaming peripherals, such as gaming chairs, headsets, keyboards, and mice, offer enhanced gaming experiences, while cooling systems ensure optimal performance. The gaming industry revenue continues to grow, driven by technological advancements and increasing consumer interest. Data privacy concerns have emerged as a significant issue, with companies implementing robust security measures.

    Cloud gaming and console gaming have emerged as viable alternatives to traditional PC gaming, while game testing and localization ensure high-quality releases. In conclusion, the European gaming market is a dynamic and evolving landscape, driven by technological advancements, changing user demographics, and shifting market trends. From gaming consoles and accessories to software and services, the market offers a diverse range of products and experiences for gamers of all types. As the industry continues to grow, we can expect further innovations and developments that will shape the future

  17. c

    Europe Gaming Market will grow at a CAGR of 8.1% from 2024 to 2031.

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Oct 29, 2025
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    Cognitive Market Research (2025). Europe Gaming Market will grow at a CAGR of 8.1% from 2024 to 2031. [Dataset]. https://www.cognitivemarketresearch.com/regional-analysis/europe-gaming-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Oct 29, 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
    Region, Europe
    Description

    Europe Gaming Market was USD 75379.26 Million in 2024 and will expand at a compound annual growth rate (CAGR) of 8.1% from 2024 to 2031.

  18. Europe's Video Game Consoles Market to Grow at 0.9% CAGR, Reaching 20M Units...

    • indexbox.io
    doc, docx, pdf, xls +1
    Updated Nov 1, 2025
    + more versions
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    IndexBox Inc. (2025). Europe's Video Game Consoles Market to Grow at 0.9% CAGR, Reaching 20M Units by 2035 - News and Statistics - IndexBox [Dataset]. https://www.indexbox.io/blog/video-game-console-europe-market-overview-2024-1/
    Explore at:
    xls, pdf, docx, xlsx, docAvailable download formats
    Dataset updated
    Nov 1, 2025
    Dataset provided by
    IndexBox
    Authors
    IndexBox Inc.
    License

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

    Time period covered
    Jan 1, 2012 - Nov 1, 2025
    Area covered
    Europe
    Variables measured
    Market Size, Market Share, Tariff Rates, Average Price, Export Volume, Import Volume, Demand Elasticity, Market Growth Rate, Market Segmentation, Volume of Production, and 4 more
    Description

    Learn about the upward trend in video game console consumption in Europe, with market volume projected to reach 20M units by 2035 and value to hit $8.6B.

  19. Video Game Sales

    • kaggle.com
    zip
    Updated Oct 15, 2022
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    Julius Markwei (2022). Video Game Sales [Dataset]. https://www.kaggle.com/datasets/juliusmarkwei/video-game-sales
    Explore at:
    zip(1116318 bytes)Available download formats
    Dataset updated
    Oct 15, 2022
    Authors
    Julius Markwei
    Description

    This dataset contains a list of video games with sales greater than 100,000 copies.

    Fields include

    • Rank - Ranking of overall sales

    • Name - The games name

    • Platform - Platform of the games release (i.e. PC,PS4, etc.)

    • Year - Year of the game's release

    • Genre - Genre of the game

    • Publisher - Publisher of the game

    • NA_Sales - Sales in North America (in millions)

    • EU_Sales - Sales in Europe (in millions)

    • JP_Sales - Sales in Japan (in millions)

    • Other_Sales - Sales in the rest of the world (in millions)

    • Global_Sales - Total worldwide sales.

  20. 3

    3D Ball Sports Games Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated May 14, 2025
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    Data Insights Market (2025). 3D Ball Sports Games Report [Dataset]. https://www.datainsightsmarket.com/reports/3d-ball-sports-games-1991261
    Explore at:
    doc, pdf, pptAvailable download formats
    Dataset updated
    May 14, 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

    Dive into the booming 3D Ball Sports Games market! This comprehensive analysis reveals key trends, growth drivers, and market segmentation (free-to-play, pay-to-play, etc.) from 2019-2033, featuring insights from leading publishers like Nintendo and Activision Blizzard. Discover regional market shares and future growth projections.

Share
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Click to copy link
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Close
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Statista (2024). Video game revenue in Europe 2022-2032, by platform [Dataset]. https://www.statista.com/statistics/1450836/europe-games-revenue-category/
Organization logo

Video game revenue in Europe 2022-2032, by platform

Explore at:
Dataset updated
Feb 6, 2024
Dataset authored and provided by
Statistahttp://statista.com/
Time period covered
2023
Area covered
Europe
Description

With the almost universal adoption of smartphones and mobile internet in Europe, it is hardly a surprise that this platform is also the highest-grossing gaming platform. In 2023, the European mobile gaming segment generated about **** billion U.S. dollars in revenues. Console gaming was ranked second with **** billion U.S. dollars in revenue during the measured period.

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