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

    • statista.com
    • ai-chatbox.pro
    Updated Oct 29, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2024). 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
    Oct 29, 2024
    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. U.S. video gamers who made social connections via gaming 2025

    • statista.com
    Updated Jun 16, 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
    Jun 16, 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.

  3. Arcade Game Stats

    • kaggle.com
    zip
    Updated Sep 10, 2019
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Todd D. Vance (2019). Arcade Game Stats [Dataset]. https://www.kaggle.com/depmountaineer/arcade-game-stats
    Explore at:
    zip(115558 bytes)Available download formats
    Dataset updated
    Sep 10, 2019
    Authors
    Todd D. Vance
    License

    https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/

    Description

    Statistics on a Blockbreaker-like Game

    The author is in the process of creating a blockbreaker-like game, in which the jumping-off point is the "Block Breaker" section of the Udemy course, Complete C# Unity Developer 2D: Learn to Code Making Games

    After making lots of levels, the author needed to sort them by difficulty. How does one measure the difficulty of a level? A first-cut solution is to make an auto-play bot that is not perfect, and see how well the bot does on each level, using thousands of trials.

    Here is a video of the game in auto-play action.

    Fields

    • Date: date and time the game was auto-played
    • Level: the name of the level (the 3-digit number is an estimate of the difficulty from a previous run, no longer valid after tweaking)
    • NumBlocks: how many blocks have to be broken to win the level
    • IsWin: True if autoplay broke all the blocks, False if the ball fell past the paddle.
    • ElapsedTime: Seconds until either won or lost (game is played at 4x speed, so multiply by 4 to get an estimate of how long a human might play it)
    • Score: total score when the game was won or lost
    • Accuracy: the autoplay is tuned with a randomly-chosen accuracy. Higher numbers are more likely to win.
  4. r

    Gaming Statistics Dataset

    • thegamehound.replit.app
    Updated Jul 16, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    (2025). Gaming Statistics Dataset [Dataset]. https://thegamehound.replit.app/stats
    Explore at:
    Dataset updated
    Jul 16, 2025
    Description

    Comprehensive gaming statistics including player counts, trends, and analytics

  5. M

    Gaming Monetization Statistics 2025 By Income, Growth, Technology

    • scoop.market.us
    Updated Jan 14, 2025
    + more versions
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Market.us Scoop (2025). Gaming Monetization Statistics 2025 By Income, Growth, Technology [Dataset]. https://scoop.market.us/gaming-monetization-statistics/
    Explore at:
    Dataset updated
    Jan 14, 2025
    Dataset authored and provided by
    Market.us Scoop
    License

    https://scoop.market.us/privacy-policyhttps://scoop.market.us/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Introduction

    Gaming Monetization Statistics: The gaming sector has undergone considerable transformation, moving away from its conventional model of selling games as independent units.

    Instead, it has embraced a diverse ecosystem where various strategies are utilized to produce revenue. Gaming monetization pertains to the practices and tactics employed by game developers and publishers to derive earnings from their creations.

    This multifaceted methodology holds immense importance in maintaining the industry's expansion, facilitating game development, and furnishing players with captivating interactions. The dynamic gaming monetization landscape is characterized by its ability to adapt to changing market dynamics, emerging player preferences, and technological advancements.

    This adaptability will remain essential in sustaining the industry's growth while ensuring that players continue to receive captivating gaming experiences.

    https://scoop.market.us/wp-content/uploads/2023/09/Gaming-Monetization-Statistics.png" alt="Gaming Monetization Statistics" class="wp-image-37223" style="width:624px;height:623px">
  6. League of Legends Worlds 2021 Play-In Group Stats

    • kaggle.com
    Updated Oct 12, 2021
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Brayden Rogowski (2021). League of Legends Worlds 2021 Play-In Group Stats [Dataset]. https://www.kaggle.com/braydenrogowski/league-of-legends-worlds-2021-playin-group-stats/code
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Oct 12, 2021
    Dataset provided by
    Kagglehttp://kaggle.com/
    Authors
    Brayden Rogowski
    License

    https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/

    Description

    As a massive League of Legends fan for 10+ years, I realized that there weren't any datasets that helped us stay updated with Worlds 2021, thus this dataset was born!

    All data was acquired from lolesports.com which shows all in-depth statistics available for each match that others can use to find correlations between in-game statistics and wins.

    I would love to see this data used to answer how vision (ward interactions) and gold distribution (how a team's gold is divided among it's positions) correlate with win percentage.

  7. Consumer spending on video game content in the U.S. 2010-2024

    • statista.com
    Updated Jun 26, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). Consumer spending on video game content in the U.S. 2010-2024 [Dataset]. https://www.statista.com/statistics/252457/consumer-spending-on-video-games-in-the-us/
    Explore at:
    Dataset updated
    Jun 26, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    In 2024, total U.S. consumer spending on video game content amounted to **** billion U.S. dollars, a significant increase from ***** billion U.S. dollars in the preceding year. Video game spending surged in 2021 due to the COVID-19 pandemic.

  8. Video Gaming Market Size and Share | Statistics - 2030

    • nextmsc.com
    csv, pdf
    Updated Dec 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Supradip Baul (2024). Video Gaming Market Size and Share | Statistics - 2030 [Dataset]. https://www.nextmsc.com/report/video-gaming-market
    Explore at:
    pdf, csvAvailable download formats
    Dataset updated
    Dec 2024
    Dataset provided by
    Next Move Strategy Consulting
    Authors
    Supradip Baul
    License

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

    Time period covered
    2023 - 2030
    Area covered
    Global
    Description

    In 2023, the Video Gaming Market reached a value of USD 229.70 billion, and it is projected to surge to USD 460.33 billion by 2030.

  9. Valorant Weapons

    • kaggle.com
    Updated May 28, 2020
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Nicolas Fouqué (2020). Valorant Weapons [Dataset]. https://www.kaggle.com/equino/valorant-weapons-stats/code
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    May 28, 2020
    Dataset provided by
    Kagglehttp://kaggle.com/
    Authors
    Nicolas Fouqué
    Description

    Context

    I was going to crunch some data to see if some weapons are better than other, so I figured why not upload the data here

    Content

    I think the column names are mostly self explanatory For weapons that had only 2 different ranges I took the damages at 25m as the mid-range

    Acknowledgements

    Data was found here : https://blitz.gg/valorant/weapons I take no credits and guarantee no accuracy, I just put it in a csv
    About the License I don't think in-game data falls under any law, please tell me if I'm mistaken

    Inspiration

    If you have any suggestion about a column I could add why not post it here and I could add it In case there are patches that change those values notify me and I'll update the numbers, be sure to check the date of last update for that matter

  10. League of Legends Pro Play Champion Ranked Stats

    • kaggle.com
    Updated Aug 11, 2022
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Jerm (2022). League of Legends Pro Play Champion Ranked Stats [Dataset]. http://doi.org/10.34740/kaggle/dsv/4060047
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Aug 11, 2022
    Dataset provided by
    Kagglehttp://kaggle.com/
    Authors
    Jerm
    Description

    League of Legends Professional Game season 12 statistics from Gol.gg. The website data would have semi-colon [;] breaks so I recommend using some find-and-replace tool to replace everything with commas [,].

    There aren't any percentages so if you would like to convert picks and bans into percentages you would need to calculate the total games from: (Picks + Bans)/Presence Then you can divide the picks and bans by the total games to get the values in percentages for easier analysis.

  11. Video Games in the US

    • ibisworld.com
    Updated May 15, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    IBISWorld (2025). Video Games in the US [Dataset]. https://www.ibisworld.com/industry-statistics/employment/video-games-united-states/
    Explore at:
    Dataset updated
    May 15, 2025
    Dataset authored and provided by
    IBISWorld
    License

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

    Time period covered
    2005 - 2031
    Area covered
    United States
    Description

    Employment statistics on the Video Games industry in the US

  12. Metacritic games stats 2011-2019

    • kaggle.com
    Updated Apr 14, 2019
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Andrea Cadeddu (2019). Metacritic games stats 2011-2019 [Dataset]. https://www.kaggle.com/skateddu/metacritic-games-stats-20112019/activity
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Apr 14, 2019
    Dataset provided by
    Kaggle
    Authors
    Andrea Cadeddu
    Description

    Content

    Data scraped from metacritic.com There are info about games released during the 8th generation of videogames, from 2011 since 2019.

  13. Favorite video game genres in the U.S. 2023, by generation

    • statista.com
    Updated Oct 29, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2024). Favorite video game genres in the U.S. 2023, by generation [Dataset]. https://www.statista.com/statistics/246766/favorite-video-game-genres-in-the-us/
    Explore at:
    Dataset updated
    Oct 29, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Oct 23, 2023 - Oct 31, 2023
    Area covered
    United States
    Description

    An October 2023 survey of gamers in the United States found that arcade and puzzle games were among the most popular video gaming genres across all generations. About 64 percent of Gen Alpha gamers stated arcade games as one of their top three gaming categories.

  14. s

    Global Video Game Controller Market Overview and Outlook 2025-2032

    • statsndata.org
    excel, pdf
    Updated Jun 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Stats N Data (2025). Global Video Game Controller Market Overview and Outlook 2025-2032 [Dataset]. https://www.statsndata.org/report/video-game-controller-market-48856
    Explore at:
    pdf, excelAvailable download formats
    Dataset updated
    Jun 2025
    Dataset authored and provided by
    Stats N Data
    License

    https://www.statsndata.org/how-to-orderhttps://www.statsndata.org/how-to-order

    Area covered
    Global
    Description

    The Video Game Controller market has evolved significantly over the years, becoming an essential component of the gaming experience for millions of enthusiasts worldwide. These controllers are not just tools; they are the gateway to immersive virtual worlds, allowing players to interact seamlessly with complex gamin

  15. Share of video games in 2020, by character gender

    • statista.com
    Updated May 24, 2022
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2022). Share of video games in 2020, by character gender [Dataset]. https://www.statista.com/statistics/871912/character-gender-share-video-games/
    Explore at:
    Dataset updated
    May 24, 2022
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    Video gaming is no longer just a hobby for teenage boys - it is enjoyed by people of all genders, ethnicities, and ages, and this is beginning to be reflected in the representation of society within video games. In 2016, just two percent of video games had female protagonists, but this figure jumped to 18 percent in 2020.

  16. I

    Global VR Video Game Market Strategic Recommendations 2025-2032

    • statsndata.org
    excel, pdf
    Updated Jun 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Stats N Data (2025). Global VR Video Game Market Strategic Recommendations 2025-2032 [Dataset]. https://www.statsndata.org/report/vr-video-game-market-87391
    Explore at:
    pdf, excelAvailable download formats
    Dataset updated
    Jun 2025
    Dataset authored and provided by
    Stats N Data
    License

    https://www.statsndata.org/how-to-orderhttps://www.statsndata.org/how-to-order

    Area covered
    Global
    Description

    The virtual reality (VR) video game market has emerged as a transformative force within the gaming industry, captivating players with immersive experiences that transcend the boundaries of traditional gameplay. Currently valued at approximately $15 billion, this dynamic market has seen significant growth over the pa

  17. Latin America and the Caribbean: Video Game Consoles (Not Operated by Means...

    • app.indexbox.io
    Updated Sep 30, 2024
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    IndexBox AI Platform (2024). Latin America and the Caribbean: Video Game Consoles (Not Operated by Means of Payments) 2007-2024 [Dataset]. https://app.indexbox.io/table/950450/005/
    Explore at:
    Dataset updated
    Sep 30, 2024
    Dataset provided by
    IndexBox
    Authors
    IndexBox AI Platform
    License

    Attribution-NoDerivs 3.0 (CC BY-ND 3.0)https://creativecommons.org/licenses/by-nd/3.0/
    License information was derived automatically

    Time period covered
    Jan 1, 2007 - Dec 31, 2024
    Area covered
    Latin America, Caribbean
    Description

    Statistics illustrates consumption, production, prices, and trade of Video Game Consoles (Not Operated by Means of Payments) in Latin America and the Caribbean from 2007 to 2024.

  18. LCS 2017 Summer Split Fantasy Player & Team Stats

    • kaggle.com
    Updated Oct 11, 2017
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    danielwatabe (2017). LCS 2017 Summer Split Fantasy Player & Team Stats [Dataset]. https://www.kaggle.com/danielwatabe/lcs-2017-summer-split-fantasy-player-team-stats/code
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Oct 11, 2017
    Dataset provided by
    Kaggle
    Authors
    danielwatabe
    License

    https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/

    Description

    As the Summer Split Regular Season comes to a close. We can look back on which players and teams performed well in terms of fantasy points.

    Next to the Column Names. In the parenthesis is how many points are awarded. For example in team stats Dragon Kills(+1) gives 1 point per dragon killed. Baron Kills gives 2 points. In player stats "10+K/A(+2)" means +2 points when Kill+Assists is greater than 10 in a match. In player stats "3K(+2),4K(+5),5k(+10)" means +2 points per triple kill, +5 points per quadra, and +10 points per penta

    These are the point breakdowns according to the Fantasy LCS website

    "LCS Players are scored accordingly:

    • 2 points per kill
    • -0.5 points per death
    • 1.5 points per assist
    • 0.01 points per creep kill
    • 2 points for a triple kill
    • 5 points for a quadra kill (doesn't also count as a triple kill)
    • 10 points for a penta kill (doesn't also count as a quadra kill)
    • 2 points if a player attains 10 or more assists or kills in a game (this bonus only applies once)

    LCS Teams are scored accordingly:

    • 2 points per win
    • 2 points per Baron Nashor killed
    • 1 point per Dragon killed
    • 2 points per First Blood earned
    • 1 point per Tower destroyed
    • 2 points if the team wins in less than 30 minutes"

    Source: http://fantasy.na.lolesports.com/en-US/stats

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

    • statista.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. Video games industry number of employees in the U.S. 2010-2023

    • statista.com
    Updated Jun 27, 2025
    Share
    FacebookFacebook
    TwitterTwitter
    Email
    Click to copy link
    Link copied
    Close
    Cite
    Statista (2025). Video games industry number of employees in the U.S. 2010-2023 [Dataset]. https://www.statista.com/statistics/1175322/video-game-employment/
    Explore at:
    Dataset updated
    Jun 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    As well as being one of the leading gaming market in terms of revenue in 2020, the United States is also considered by many as the birthplace of gaming as we know it today. In 2023, the number of employees in the video gaming industry in the United States reached over *** thousand.

Share
FacebookFacebook
TwitterTwitter
Email
Click to copy link
Link copied
Close
Cite
Statista (2024). 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:
127 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Oct 29, 2024
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.

Search
Clear search
Close search
Google apps
Main menu