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.
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.
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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.
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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.
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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.
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.
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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.
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
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
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
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
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.
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Employment statistics on the Video Games industry in the US
Data scraped from metacritic.com There are info about games released during the 8th generation of videogames, from 2011 since 2019.
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.
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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
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.
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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
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License information was derived automatically
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.
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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:
LCS Teams are scored accordingly:
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.
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.
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.