100+ datasets found
  1. m

    Video Game Statistics and Facts

    • market.biz
    Updated Sep 24, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Market.biz (2025). Video Game Statistics and Facts [Dataset]. https://market.biz/video-game-statistics/
    Explore at:
    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
    Europe, Australia, Africa, North America, South America, ASIA
    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.

  2. Video Game Sales

    • kaggle.com
    zip
    Updated Oct 26, 2016
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    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.

  3. U.S. video gamers who made social connections via gaming 2025

    • statista.com
    Updated Nov 27, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). U.S. video gamers who made social connections via gaming 2025 [Dataset]. https://www.statista.com/statistics/1340350/us-video-gaming-community-social-connections/
    Explore at:
    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Feb 11, 2025 - Feb 25, 2025
    Area covered
    United States
    Description

    Video gaming is a popular way for gamers to connect with friends and family, and many gamers have formed relationships through video games. During a February 2025 survey, 78 percent of responding gamers in the United States agreed that playing games can introduce people to new friends.

  4. U.S. video gaming audiences 2023, by generation

    • statista.com
    Updated Nov 27, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). U.S. video gaming audiences 2023, by generation [Dataset]. https://www.statista.com/statistics/189582/age-of-us-video-game-players/
    Explore at:
    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.

  5. Discovering Hidden Trends in Global Video Games

    • kaggle.com
    zip
    Updated Dec 3, 2022
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    The Devastator (2022). Discovering Hidden Trends in Global Video Games [Dataset]. https://www.kaggle.com/datasets/thedevastator/discovering-hidden-trends-in-global-video-games
    Explore at:
    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) ...

  6. Video Games Data

    • kaggle.com
    zip
    Updated Nov 25, 2023
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Masood Ahmed (2023). Video Games Data [Dataset]. https://www.kaggle.com/datasets/maso0dahmed/video-games-data
    Explore at:
    zip(4722678 bytes)Available download formats
    Dataset updated
    Nov 25, 2023
    Authors
    Masood Ahmed
    License

    Apache License, v2.0https://www.apache.org/licenses/LICENSE-2.0
    License information was derived automatically

    Description

    Description:

    This dataset offers a detailed overview of video games across various platforms. It encompasses a broad range of information, making it a valuable resource for understanding the evolution, popularity, and thematic diversity of video games. Ideal for analysis of gaming trends, player preferences, and platform-specific dynamics, this dataset is a key tool for researchers, game developers, and market analysts.

    Features:

    • name: The title of the video game.
    • platform: The gaming platform on which the game is available (e.g., PlayStation, Xbox).
    • release_date: The date when the game was released.
    • summary: A brief description or summary of the game's storyline or key features.
    • user_review: User review rating, indicating the game's reception and popularity.

    Use Case:

    This dataset is instrumental for various analyses, including: - Trend analysis in the gaming industry. - Comparative studies of games across different platforms. - Understanding the correlation between game features and user ratings. - Market analysis for predicting future gaming trends and preferences.

    Note:

    • The dataset provides an extensive view of the gaming world, helping to gauge shifts in gaming culture and technology over time.
    • It can be used to analyze the impact of narrative, gameplay, and platform choice on the success of video games.
  7. Weekly gaming hours of adults in the U.S. 2025

    • statista.com
    • abripper.com
    Updated Mar 5, 2025
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Jessica Clement (2025). Weekly gaming hours of adults in the U.S. 2025 [Dataset]. https://www.statista.com/topics/3070/us-gamers/
    Explore at:
    Dataset updated
    Mar 5, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Area covered
    United States
    Description

    As of June 2024, 27 percent of adults in the United States spent one to five hours per week playing video games. A further 10 percent of respondents stated that they spent 11 to 15 hours on video gaming in an average week. Overall, 19 percent of respondents were non-gamers and did not spend any time on video games.

  8. S

    Video Game Statistics By Market Size, Revenue, Tech And Trend (2025)

    • sci-tech-today.com
    Updated Oct 9, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Sci-Tech Today (2025). Video Game Statistics By Market Size, Revenue, Tech And Trend (2025) [Dataset]. https://www.sci-tech-today.com/stats/video-game-statistics/
    Explore at:
    Dataset updated
    Oct 9, 2025
    Dataset authored and provided by
    Sci-Tech Today
    License

    https://www.sci-tech-today.com/privacy-policyhttps://www.sci-tech-today.com/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Introduction

    Video game statistics: The world of video games has exploded far beyond a niche hobby. It has established itself as a dominant global entertainment and cultural phenomenon. This continues to break economic and tech boundaries.

    I’d like to discuss more about the extensive, data-driven analysis that dives deep into the information that changes the video game industry, from its origins to its projected future, showcasing its immense global reach and profound financial impact. Let’s discuss further.

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

    • technavio.com
    pdf
    Updated Jan 17, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    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

  10. Number of video gamers worldwide 2025, by region

    • statista.com
    Updated Nov 27, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). Number of video gamers worldwide 2025, by region [Dataset]. https://www.statista.com/statistics/293304/number-video-gamers/
    Explore at:
    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2025
    Area covered
    Worldwide
    Description

    Video gaming is a hobby enjoyed by young and old across the globe. In 2025, there were over *** billion gamers across Asia Pacific, making it the largest market for video gaming worldwide, with Europe coming in second place with a gaming audience of *** million. In total, there were an estimated **** billion gamers across the globe.

  11. d

    Data from: The influence of active video game play upon physical activity...

    • catalog.data.gov
    • datasets.ai
    • +1more
    Updated Jun 5, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Agricultural Research Service (2025). Data from: The influence of active video game play upon physical activity and screen-based activities in sedentary children [Dataset]. https://catalog.data.gov/dataset/data-from-the-influence-of-active-video-game-play-upon-physical-activity-and-screen-based--33694
    Explore at:
    Dataset updated
    Jun 5, 2025
    Dataset provided by
    Agricultural Research Service
    Description

    Includes 24 hour recall data that children were instructed to fill-out describing the previous day’s activities at baseline, weeks 2 and 4 of the intervention, after the intervention (6 weeks), and after washout (10 weeks). Includes accelerometer data using an ActiGraph to assess usual physical and sedentary activity at baseline, 6 weeks, and 10 weeks. Includes demographic data such as weight, height, gender, race, ethnicity, and birth year. Includes relative reinforcing value data showing how children rated how much they would want to perform both physical and sedentary activities on a scale of 1-10 at baseline, week 6, and week 10. Includes questionnaire data regarding exercise self-efficacy using the Children’s Self-Perceptions of Adequacy in and Predilection of Physical Activity Scale (CSAPPA), motivation for physical activity using the Behavioral Regulations in Exercise Questionnaire, 2nd edition (BREQ-2), motivation for active video games using modified questions from the BREQ-2 so that the question refers to motivation towards active video games rather than physical activity, motivation for sedentary video games using modified questions from the BREQ-2 so that the question refers to motivation towards sedentary video games behavior rather than physical activity, and physical activity-related parenting behaviors using The Activity Support Scale for Multiple Groups (ACTS-MG). Resources in this dataset:Resource Title: 24 Hour Recall Data. File Name: 24 hour recalldata.xlsxResource Description: Children were instructed to fill out questions describing the previous day's activities at baseline, week 2, and week 4 of the intervention, after the intervention (6 weeks), and after washout (10 weeks).Resource Title: Actigraph activity data. File Name: actigraph activity data.xlsxResource Description: Accelerometer data using an ActiGraph to assess usual physical and sedentary activity at baseline, 6 weeks, and 10 weeks.Resource Title: Liking Data. File Name: liking data.xlsxResource Description: Relative reinforcing value data showing how children rated how much they would want to perform both physical and sedentary activities on a scale of 1-10 at baseline, week 6, and week 10.Resource Title: Demographics. File Name: Demographics (Birthdate-Year).xlsxResource Description: Includes demographic data such as weight, height, gender, race, ethnicity, and year of birth.Resource Title: Questionnaires. File Name: questionnaires.xlsxResource Description: Questionnaire data regarding exercise self-efficacy using the Children's Self-Perceptions of Adequacy in and Predilection of Physical Activity Scale (CSAPPA), motivation for physical activity using the Behavioral Regulations in Exercise Questionnaire, 2nd edition (BREQ-2), motivation for active video games using modified questions from the BREQ-2 so that the question refers to motivation towards active video games rather than physical activity, motivation for sedentary video games using modified questions from the BREQ-2 so that the question refers to motivation towards sedentary video games behavior rather than physical activity, and physical activity-related parenting behaviors using The Activity Support Scale for Multiple Groups (ACTS-MG).

  12. Global Video Game Sales and Reviews

    • kaggle.com
    zip
    Updated Dec 20, 2023
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    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...
  13. u

    Video Gaming Statistics 2023

    • ubuy.qa
    Updated Jan 30, 2023
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Ubuy Qatar (2023). Video Gaming Statistics 2023 [Dataset]. https://www.ubuy.qa/en/research/video-gaming-statistics
    Explore at:
    Dataset updated
    Jan 30, 2023
    Dataset authored and provided by
    Ubuy Qatar
    License

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

    Time period covered
    2023
    Area covered
    Qatar
    Description

    Get key 2023 Video Gaming trends in the Middle East. Learn market dynamics, console popularity, VR advancements & thriving mobile gaming. Middle East Video Gaming Market Worth $3.56 bn, Gamers in the MENA region in 2021 65.3 mn, Global Mobile Gaming Worth $92.2 bn, Mobile Gaming Share % in Global Gaming 50, Average Monthly Google Searches for PS5 in Middle East 373000, Highest Gaming Revenue Driver among MENA countries Saudi Arabia, Country with the highest share of gamers in the Middle East Egypt.

  14. Video Games Reviews

    • kaggle.com
    zip
    Updated Apr 3, 2023
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    AqibRehman PirZada (2023). Video Games Reviews [Dataset]. https://www.kaggle.com/datasets/aqibrehmanpirzada/video-games-reviews
    Explore at:
    zip(529472242 bytes)Available download formats
    Dataset updated
    Apr 3, 2023
    Authors
    AqibRehman PirZada
    Description

    Level up your understanding of the video game market with this comprehensive dataset of 1.7GB Amazon reviews. Housed in a readily accessible JSON format, this collection grants you exclusive access to the unfiltered voices of millions of gamers. Analyze preferences, identify emerging genres, and gain a competitive edge in a dynamic industry.

    Forget simplistic star ratings! This 1.7GB dataset of Amazon video game reviews, presented in a convenient JSON format, unlocks a treasure trove of qualitative player feedback. Extract the essence of gamer opinions, understand motivations and concerns, and gain a comprehensive picture of what truly matters to the gaming community.

    This colossal dataset, bursting with 1.7GB of Amazon video game reviews in JSON format, grants you exclusive access to the unfiltered voices of millions of gamers. Packed with star ratings, verified purchase flags, timestamps, unique IDs, and most importantly, the full gamut of review text and concise summaries, it unlocks a goldmine of possibilities for researchers, developers, and gaming enthusiasts alike.

    Applications for this dataset:

    Unleash the Power of Sentiment Analysis:

    Dive deep into the hearts and minds of gamers. Analyze the emotional undercurrents of their words, identify key trends in satisfaction and frustration, and predict future preferences. This dataset is your passport to understanding what truly resonates with the gaming community.

    Beyond Sentiment:

    This treasure trove extends far beyond sentiment analysis. Train topic models to uncover hidden trends and emerging genres. Predict future review ratings with NLP techniques. Craft personalized game recommendations based on player feedback. The possibilities are endless!

    Level Up Your Gaming Insights:

    Whether you're a researcher unlocking the secrets of player psychology, a developer crafting the next immersive masterpiece, or a passionate gamer seeking a deeper understanding of your peers, this dataset is your key to unlocking valuable insights. With 1.7GB of rich player data at your fingertips, prepare to take your understanding of the video game landscape to the next level.

    File Information: - Format: JSON - Size: 1.7GB - Content: Amazon video game reviews - Source: Amazon - Date created: December 17, 2023

    Data Format: JSON

    Features:

    • overall: Integer rating of the game
    • verified: Boolean flag indicating whether the review is from a verified purchaser
    • reviewTime: String representation of the review date (format might need further investigation)
    • reviewerID: Unique identifier for the reviewer
    • asin: Amazon Standard Identification Number for the game
    • reviewerName: Name of the reviewer
    • reviewText: The actual text of the review
    • summary: One-line summary of the review
    • unixReviewTime: Unix timestamp of the review date (potentially derived from reviewTime)

    Additional Notes: - You might need to parse the reviewTime string to extract the date in a consistent format for further analysis. - Consider providing details about the target variable you want to use for modeling (e.g., predicting rating based on review text). - Knowing the number of reviews will be helpful for understanding the dataset size.

  15. Monthly revenue of the U.S. video game industry 2017-2025, by segment

    • statista.com
    Updated Nov 27, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). Monthly revenue of the U.S. video game industry 2017-2025, by segment [Dataset]. https://www.statista.com/statistics/201073/revenue-of-the-us-video-game-industry-by-segment/
    Explore at:
    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2017 - Jul 2025
    Area covered
    United States
    Description

    In July 2025, total video games sales in the United States amounted to **** billion U.S. dollars, representing a five percent year-over-year increase. Generally speaking, the video game industry has its most important months in November and December, as video game software and hardware make very popular Christmas gifts. In December 2024, total U.S. video game sales surpassed **** billion U.S. dollars. Birth of the video game industry Although the largest regional market in terms of sales, as well as number of gamers, is Asia Pacific, the United States is also an important player within the global video games industry. In fact, many consider the United States as the birthplace of gaming as we know it today, fueled by the arcade game fever in the ’60s and the introduction of the first personal computers and home gaming consoles in the ‘70s. Furthermore, the children of those eras are the game developers and game players of today, the ones who have driven the movement for better software solutions, better graphics, better sound and more advanced interaction not only for video games, but also for computers and communication technologies of today. An ever-changing market However, the video game industry in the United States is not only growing, it is also changing in many ways. Due to increased internet accessibility and development of technologies, more and more players are switching from single-player console or PC video games towards multiplayer games, as well as social networking games and last, but not least, mobile games, which are gaining tremendous popularity around the world. This can be evidenced in the fact that mobile games accounted for ** percent of the revenue of the games market worldwide, ahead of both console games and downloaded or boxed PC games.

  16. Video Game Market Size, Growth, Share & Industry Report 2030

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Jun 21, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Mordor Intelligence (2025). Video Game Market Size, Growth, Share & Industry Report 2030 [Dataset]. https://www.mordorintelligence.com/industry-reports/video-game-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jun 21, 2025
    Dataset provided by
    Authors
    Mordor Intelligence
    License

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

    Time period covered
    2019 - 2030
    Area covered
    Global
    Description

    Video Game Market is Segmented by Device Type (Computer, Mobile, Console, Cloud-Gaming Devices), Genre (Action, Shooter, Role-Playing, Sports, Adventure), Revenue Model (Free-To-Play, Pay-To-Play (Premium), Subscription-Based, In-Game Advertising), End-User (Casual Gamers, Hardcore / Competitive Gamers, Professional Esports Athletes), Geography. The Market Forecasts are Provided in Terms of Value (USD).

  17. Video Games Evolution's YouTube Channel Statistics

    • vidiq.com
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    vidIQ, Video Games Evolution's YouTube Channel Statistics [Dataset]. https://vidiq.com/youtube-stats/channel/UCPy5PQ5marfoHATEz0st9Qw/
    Explore at:
    Dataset authored and provided by
    vidIQ
    Time period covered
    Nov 1, 2025 - Nov 27, 2025
    Area covered
    YouTube, US
    Variables measured
    subscribers, video count, video views, engagement rate, upload frequency, estimated earnings
    Description

    Comprehensive YouTube channel statistics for Video Games Evolution, featuring 298,000 subscribers and 88,723,488 total views. This dataset includes detailed performance metrics such as subscriber growth, video views, engagement rates, and estimated revenue. The channel operates in the Gaming category and is based in US. Track 379 videos with daily and monthly performance data, including view counts, subscriber changes, and earnings estimates. Analyze growth trends, engagement patterns, and compare performance against similar channels in the same category.

  18. Data from: Gender Representation in Video Games

    • kaggle.com
    zip
    Updated Nov 10, 2022
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Brisa (2022). Gender Representation in Video Games [Dataset]. https://www.kaggle.com/datasets/br33sa/gender-representation-in-video-games
    Explore at:
    zip(99014 bytes)Available download formats
    Dataset updated
    Nov 10, 2022
    Authors
    Brisa
    License

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

    Description

    **To see detailed metadata see the PDF file on the right **

    This dataset contains data on 64 videogames releases between 2012 and 2022. The games have been selected for being best-selling or top-rating games of their year. There are at least 5 games per year and information on the most relevant characters in the storyline.

    The relationship between tables is as follows

    Games.Game_ID = Characters.Game Characters.Id = Sexualization.Id

    Version Update 10/11/22: - A misspelling on the games dataset column Release has been corrected - The abbreviations used to define the relevance of a character in Characters/Relevance have changed for clarity purposes · MC is now PA for protagonist · DA and SK stay the same · CR is now MC for main character · OR is now SC for secondary character · MV is now MA for main antagonist - A PDF file with detailed metadata has been added

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

    • statista.com
    • abripper.com
    Updated Jun 16, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    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/
    Explore at:
    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.

  20. Effects of Video Games on Aggression

    • kaggle.com
    zip
    Updated Dec 14, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Muhammad Shamoeel Ul Naeem (2024). Effects of Video Games on Aggression [Dataset]. https://www.kaggle.com/datasets/muhammadshamoeel/effects-of-video-games-on-aggression-msdos-csv
    Explore at:
    zip(10728 bytes)Available download formats
    Dataset updated
    Dec 14, 2024
    Authors
    Muhammad Shamoeel Ul Naeem
    License

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

    Description

    Violent Video Games and their relationship with Aggressive Behaviour 🎮

    This data was collected from students to find out, how much time they spend playing video games, especially violent video games, and whether this affects their behavior.

    The dataset is already depersonalized, which means sensitive information, (PII) is taken out to protect privacy.

    The columns which are our concern are "How much time do you play "violent" video games specifically?" which we will set as the independent variable and the other 29 Questions (columns 11 till 40, 0 being the first column 'Timestamp').

    These are 29 questions from the Buss-Perry Aggression Scale, set on the Likert Scale. They can be coded as:

    'Strongly disagree': 1, 'Disagree': 2, 'Neither agree nor disagree': 3, 'Agree': 4, 'Strongly agree': 5

    By default the dataset does not have these codes, rather we have to replace them. Then we will add all these columns to check the overall aggression level.

    Minimum total can possibly be 1 x 29 = 29 (least aggressive) Maximum total can possibly be 5 x 29 = 145 (most aggressive)

    After coding, we will make a column of the sum of the total codes. We will call this column 'BPAQ (Buss-Perry Aggression Questionnaire) Score', and consider it as the dependent variable.

    We are trying to establish a relationship between The Time of Violent Video Gameplay and the Level of Aggression, for which the indicators are discussed above, and see if it is significant.

    but we have to see whether ANOVA suits it or Linear Regression, You can visit the code section and follow my notebook, or find your own insights.

Share
FacebookFacebook
TwitterTwitter
Email
Click to copy link
Link copied
Close
Cite
Market.biz (2025). Video Game Statistics and Facts [Dataset]. https://market.biz/video-game-statistics/

Video Game Statistics and Facts

Explore at:
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
Europe, Australia, Africa, North America, South America, ASIA
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.

Search
Clear search
Close search
Google apps
Main menu