100+ datasets found
  1. Video Games Sales

    • zenodo.org
    • data-staging.niaid.nih.gov
    csv
    Updated Jan 25, 2022
    + more versions
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    Gregory Smith; Gregory Smith (2022). Video Games Sales [Dataset]. http://doi.org/10.5281/zenodo.5898311
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    csvAvailable download formats
    Dataset updated
    Jan 25, 2022
    Dataset provided by
    Zenodohttp://zenodo.org/
    Authors
    Gregory Smith; 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.

  2. Video Games dataset for multimedia features

    • figshare.com
    json
    Updated Nov 3, 2024
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    Fasiha Ikram (2024). Video Games dataset for multimedia features [Dataset]. http://doi.org/10.6084/m9.figshare.27569481.v1
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    jsonAvailable download formats
    Dataset updated
    Nov 3, 2024
    Dataset provided by
    figshare
    Figsharehttp://figshare.com/
    Authors
    Fasiha Ikram
    License

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

    Description

    The Amazon and Google video game datasets contain metadata and user interaction data for video games on each respective platform. They provide essential features like game title, genre, platform, release date,images links and user reviews. These datasets are used in experiments to reproduce results from prior research on video game recommendation systems, enabling the evaluation and comparison of recommendation accuracy across platforms. By analyzing features unique to each dataset, this approach aids in validating the robustness of recommendation models and optimizing their accuracy for personalized game recommendations

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

    • statista.com
    Updated Nov 27, 2025
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    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/
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    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. h

    8k-video-game-dataset

    • huggingface.co
    Updated Apr 26, 2025
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    Kim (2025). 8k-video-game-dataset [Dataset]. https://huggingface.co/datasets/Kim2091/8k-video-game-dataset
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    Dataset updated
    Apr 26, 2025
    Authors
    Kim
    License

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

    Description

    Dataset Name: Kim2091's 8k Dataset V3 License: CC BY-NC-SA 4.0 Purpose: Video Game Upscaling Description: This is the third revision of my 8k dataset. These games were all run at absolute maximum settings on RTX 3090 or 4090 at native 8k, with TAA disabled when possible. This dataset is mostly compressed with ZSTD. You will have to use a tool like NanaZip to extract it if your main extraction tool does not support it I tried to reduce the amount of blank space in the dataset, but due to the… See the full description on the dataset page: https://huggingface.co/datasets/Kim2091/8k-video-game-dataset.

  5. Video Games in the US - Market Research Report (2015-2030)

    • ibisworld.com
    Updated May 15, 2025
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    IBISWorld (2025). Video Games in the US - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/united-states/market-research-reports/video-games-industry/
    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
    2015 - 2030
    Description

    The emergence of free-to-play games and fifth-generation consoles has provided steady revenue within the video game industry. However, since 2020, current-generation consoles have reached the mature life cycle phase, and console sales are down as of 2024. Despite the continued popularity of mobile gaming and AAA franchises, many markets within the industry await next-generation releases and have expressed a willingness to hold off on purchasing many industry products in the meantime. Consequently, revenue growth has stalled over the past five years, decreasing at a CAGR of 2.2% to $109.4 billion through 2025. In 2025, however, revenue has increased 7.8% in 2025, as releases from Nintendo and Rockstar Games have generated more player interest. Despite operational challenges and a high-interest rate environment for much of the current period, the gaming industry has benefited from the continuous releases of popular games. Generating millions of viewers daily, streaming platforms and popular streaming celebrities continue to sustain interest in many industry offerings, boosting sales. Leading companies, such as Sony and Microsoft, continue to evolve and have made a series of acquisitions, which have consolidated the industry during the current period. They have also adopted AI to automate their operations and maintain profit levels as costs increase due to tariffs. Moving forward, gaming developers are projected to invest more of their resources in developing mobile games and games that leverage the latest AI, VR and cloud technology. Despite the absence of new console releases from most companies during much of the period, consumer demand will remain high in the short term, though evolving trade policy could threaten the industry's ability to meet consumer demand moving forward. Despite these challenges however, future innovation and the eventual release of next-generation consoles will lead to industry revenue increasing at a CAGR of 7.3% to $155.4 billion through 2030.

  6. 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

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

    • statista.com
    • abripper.com
    Updated Nov 27, 2025
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    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
    Nov 27, 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 Games Software Developers in the US - Market Research Report...

    • ibisworld.com
    Updated Aug 12, 2025
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    IBISWorld (2025). Video Games Software Developers in the US - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/united-states/market-research-reports/video-games-software-developers-industry/
    Explore at:
    Dataset updated
    Aug 12, 2025
    Dataset authored and provided by
    IBISWorld
    License

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

    Time period covered
    2015 - 2030
    Description

    Over the past several years, the industry has experienced steady growth, driven by the release of major titles backed by sizable investments. These large budgets have allowed studios to pursue increasingly ambitious projects but have also heightened their reliance on publishers, many of whom have consolidated their influence through acquisitions. While publisher backing provides essential funding, it also pressures developers to deliver high-impact releases that maximize commercial potential. This dynamic has pushed development costs higher, increasing the risk of employee burnout and periods of intense overtime. In response, studios are adopting cost-saving measures such as integrating artificial intelligence tools to streamline production and cut expenses. The ongoing trend of developing games tied to established intellectual properties has consistently generated strong initial sales. Still, these gains are tempered by the hefty licensing and revenue-sharing agreements accompanying such arrangements. Shifting consumer preferences have also shaped development priorities. Gamers are increasingly drawn to titles featuring robust social elements, customization options and opportunities to purchase in-game items, fueling the proliferation of microtransactions. Studios have responded by introducing social features that facilitate group play and friend-based communication, but these innovations also demand heightened investment in quality assurance and player safety protocols. Technological advances, including the popularity of hybrid handheld consoles such as the Steam Deck, have prompted developers to adapt their products to new platforms, broadening the industry’s reach but further escalating production costs. Despite these pressures, revenue have climbed at a CAGR of 2.5% over the five years to 2030 to reach $32.9 billion. In 2025, the industry is expected to see a 1.9% revenue increase, boosted by anticipation for high-profile releases. Yet, overall profit remains under strain because of the escalating costs of development and market entry. Demographic trends are poised to influence market strategies and product offerings. The aging gamer population will prompt studios to enhance in-game monetization, shifting focus towards advertisements and microtransactions rather than hardware sales. At the same time, the rise of younger, family-oriented players is likely to result in more partnerships with family-friendly brands, a move expected to support revenue growth but subject to parental control over spending. The introduction of next-generation consoles will facilitate more powerful and visually sophisticated games, though the associated rise in development expenses may prompt developers to consider raising retail prices. Yet, consumer sensitivity to pricing increases could dampen immediate sales, as many gamers may wait for discounts or defer purchases. While virtual reality is positioned for growth, its broader impact will depend on advancements in headset technology and adoption rates. Overall, these evolving factors are projected to support revenue to grow at a CAGR of 2.3% over the next five years to 2030, reaching $36.8 billion.

  9. h

    best-selling-video-games

    • huggingface.co
    Updated Feb 24, 2023
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    Arjun Patel (2023). best-selling-video-games [Dataset]. https://huggingface.co/datasets/arjunpatel/best-selling-video-games
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Feb 24, 2023
    Authors
    Arjun Patel
    Description

    Dataset Card for [best-selling-video-games]

      Dataset Summary
    

    [More Information Needed]

      Supported Tasks and Leaderboards
    

    [More Information Needed]

      Languages
    

    [More Information Needed]

      Dataset Structure
    
    
    
    
    
      Data Instances
    

    [More Information Needed]

      Data Fields
    

    [More Information Needed]

      Data Splits
    

    [More Information Needed]

      Dataset Creation
    
    
    
    
    
      Curation Rationale
    

    [More Information Needed]… See the full description on the dataset page: https://huggingface.co/datasets/arjunpatel/best-selling-video-games.

  10. Video Game Market By Type (Offline, Online), Platform (Console, Computer,...

    • verifiedmarketresearch.com
    pdf,excel,csv,ppt
    Updated Dec 20, 2024
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    Verified Market Research (2024). Video Game Market By Type (Offline, Online), Platform (Console, Computer, Mobile), By Age Group (Generation X, Generation Y, Generation Z), And Region for 2026-2032 [Dataset]. https://www.verifiedmarketresearch.com/product/video-game-market/
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Dec 20, 2024
    Dataset authored and provided by
    Verified Market Researchhttps://www.verifiedmarketresearch.com/
    License

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

    Time period covered
    2026 - 2032
    Area covered
    Global
    Description

    Video Game Market size was valued at USD 260.33 Billion in 2024 and is projected to reach USD 672.72 Billion by 2032, growing at a CAGR of 12.6% from 2026 to 2032.

    Video Game Market: Definition/ Overview

    A video game is an electronic game in which players utilize a user interface or input device, such as a joystick, controller, or keyboard, to control graphics on a screen. The interaction creates visual feedback, which is often accompanied by aural and tactile sensations, resulting in an immersive experience. Video games have a wide range of applications, including entertainment, where they provide engaging gameplay experiences; education, where they are used to teach concepts and skills through interactive learning; and simulation, where users can practice real-world scenarios in a controlled setting. Furthermore, video games are increasingly being used in therapeutic settings to aid with mental health treatment and recovery.

  11. h

    video-games-sales

    • huggingface.co
    Updated Jan 30, 2025
    + more versions
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    Roberto Caravaca Herrera (2025). video-games-sales [Dataset]. https://huggingface.co/datasets/ItzRoBeerT/video-games-sales
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Jan 30, 2025
    Authors
    Roberto Caravaca Herrera
    Description

    ItzRoBeerT/video-games-sales dataset hosted on Hugging Face and contributed by the HF Datasets community

  12. Video Games in the UK - Market Research Report (2015-2030)

    • ibisworld.com
    Updated Aug 25, 2024
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    IBISWorld (2024). Video Games in the UK - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/united-kingdom/market-research-reports/video-games-industry/
    Explore at:
    Dataset updated
    Aug 25, 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

    The Video Games industry includes the broader operations of all video games industries in the United Kingdom. Gaming consoles, games made for those consoles and games produced specifically for personal computers make up the retail segment of the industry. The development and manufacture of games, consoles and accessories also constitutes a notable share of the market. Revenue from online gaming subscriptions complements industry products.

  13. Video Games Classification Database (2022 to 2024)

    • data.gov.sg
    Updated Jun 13, 2025
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    Info-communications Media Development Authority (2025). Video Games Classification Database (2022 to 2024) [Dataset]. https://data.gov.sg/datasets/d_fb51c5304f64d01f5839ee7208f853ea/view
    Explore at:
    Dataset updated
    Jun 13, 2025
    Dataset provided by
    Infocomm Media Development Authorityhttp://www.imda.gov.sg/
    Authors
    Info-communications Media Development Authority
    License

    https://data.gov.sg/open-data-licencehttps://data.gov.sg/open-data-licence

    Time period covered
    Jan 2022 - Dec 2024
    Description

    Dataset from Info-communications Media Development Authority. For more information, visit https://data.gov.sg/datasets/d_fb51c5304f64d01f5839ee7208f853ea/view

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

    • statista.com
    Updated Nov 27, 2025
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    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.

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

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Jun 21, 2025
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    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).

  16. S

    Sports Video Gaming Report

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

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

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

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

  17. D

    Sports Video Games Market Research Report 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Sep 30, 2025
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    Dataintelo (2025). Sports Video Games Market Research Report 2033 [Dataset]. https://dataintelo.com/report/sports-video-games-market
    Explore at:
    csv, pptx, pdfAvailable download formats
    Dataset updated
    Sep 30, 2025
    Dataset authored and provided by
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Sports Video Games Market Outlook



    According to our latest research, the global sports video games market size reached USD 13.4 billion in 2024, reflecting a robust demand for interactive sports entertainment worldwide. The market is anticipated to expand at a CAGR of 8.2% from 2025 to 2033, resulting in a forecasted market size of USD 27.1 billion by 2033. This impressive growth trajectory is primarily driven by the increasing penetration of gaming consoles, the surge in mobile gaming adoption, and the integration of advanced technologies such as augmented reality and artificial intelligence, which are transforming the user experience and engagement levels within the sports video games industry.




    One of the most significant growth factors for the sports video games market is the ongoing evolution of gaming technology and hardware. Gaming consoles and high-performance PCs have become more accessible and affordable, enabling a broader demographic to participate in immersive gaming experiences. The introduction of next-generation consoles, such as the PlayStation 5 and Xbox Series X, has set new standards for graphics, processing power, and gameplay realism, making sports video games more appealing than ever before. Additionally, the rise of cloud gaming services and cross-platform compatibility is eliminating barriers for gamers, further fueling the adoption of sports video games across different platforms. The proliferation of high-speed internet and advancements in graphics engines have also played a crucial role in enhancing the visual and interactive aspects of these games, making them more lifelike and engaging.




    Another key driver for the sports video games market is the increasing popularity of eSports and online multiplayer modes. Competitive gaming has shifted from niche communities to mainstream entertainment, with sports video games like FIFA, NBA 2K, and Madden NFL hosting global tournaments that attract millions of viewers and participants. This trend has not only expanded the market's reach but also created new revenue streams through sponsorships, advertising, and in-game purchases. The ability to connect with friends and compete against players worldwide has elevated the social aspect of gaming, making it a primary form of recreation for many. Furthermore, sports video games are increasingly being used as a tool for fan engagement by professional sports leagues, providing fans with interactive experiences that extend beyond traditional viewership.




    The mobile gaming revolution is also a substantial growth catalyst for the sports video games market. With the widespread adoption of smartphones and tablets, sports games have become more accessible to casual gamers and younger audiences. Mobile sports video games, often free-to-play with in-app purchases, have democratized access to gaming and introduced millions to the genre. Developers are leveraging advanced graphics, intuitive controls, and regular content updates to keep players engaged and drive monetization. The integration of social features and real-time multiplayer capabilities on mobile platforms has further enhanced user engagement, making mobile a critical segment in the overall growth of the sports video games market.




    From a regional perspective, North America and Europe have traditionally dominated the sports video games market, driven by high console penetration, strong eSports culture, and established gaming infrastructure. However, the Asia Pacific region is emerging as a high-growth market, fueled by rapid urbanization, increasing disposable incomes, and a young, tech-savvy population. Countries such as China, Japan, and South Korea are witnessing exponential growth in both console and mobile gaming segments. The region's burgeoning eSports ecosystem and the popularity of local sports have further contributed to the rising demand for sports video games. Latin America and the Middle East & Africa are also showing promising growth trajectories, albeit from a smaller base, as mobile gaming continues to break down traditional barriers to entry.



    Game Type Analysis



    The sports video games market is segmented by game type, including soccer, basketball, baseball, tennis, golf, racing, and others. Soccer games, led by franchises such as FIFA and Pro Evolution Soccer, account for the largest share of the market. The global appeal of soccer and its massive fan base have translated into consistently high sales figures and player engagement. Soccer

  18. m

    Data from: The impact of time devoted to video games on student achievement...

    • data.mendeley.com
    Updated May 16, 2022
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    Slobodan Adžić (2022). The impact of time devoted to video games on student achievement dataset [Dataset]. http://doi.org/10.17632/dcp9zb7scx.1
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    Dataset updated
    May 16, 2022
    Authors
    Slobodan Adžić
    License

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

    Description

    Dataset for the article "The impact of time devoted to video games on student achievement" consists of an SPSS database, questionnaire, Google Forms survey, and a Scimago Grafica graph.

  19. Video Game Software Publishing in the US - Market Research Report...

    • ibisworld.com
    Updated Jul 15, 2025
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    IBISWorld (2025). Video Game Software Publishing in the US - Market Research Report (2015-2030) [Dataset]. https://www.ibisworld.com/united-states/market-research-reports/video-game-software-publishing-industry/
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    Dataset updated
    Jul 15, 2025
    Dataset authored and provided by
    IBISWorld
    License

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

    Time period covered
    2015 - 2030
    Description

    In the constantly shifting US video game industry, developers have continued to engineer new experiences and offerings that have driven player interest. The industry has continued to generate sales even since the rapid increase of its player base during the pandemic, supported by the success of new consoles released by Sony and Microsoft and a rapid rise in mobile game development. Emerging trends like shareability and customization have become indispensable – for example, developers craft games that offer personalized adventures suited for social media virality. As the number of apps and gamers has continued to rise, the industry has grown its revenue at a CAGR of 2.6% to an estimated $54.2 billion; this includes expected growth of 6.0% in 2025 alone. In recent years, larger tech companies have made strategic moves through acquisitions of industry publishers, giving these studios the financial resources to develop new offerings. Similar trends continue to alter market share concentration, and companies like Microsoft have emerged as the industry's top earners. Meanwhile, despite the popularity of console games, smartphones have continued to make mobile gaming more accessible and break down barriers to market entry. Interest in gaming has continued to grow, and expanding industries like e-sports and video game streaming have served as complementary forces that drive overall industry demand. Moving forward, video game software offerings are set to transition, as business models like subscription services lead to cloud gaming. AI and machine learning will revolutionize game development, leveling the playing field for solo developers and smaller teams who will be able to create content comparable to that of major studios. In the short term, however, the delayed release of next-generation consoles will limit the new experiences that can be launched at a large scale – leading publishers to continue to implement in-game transactions and releases on legacy hardware. Meanwhile, in the mobile segment, third-party app stores will offer lower commission fees than Apple and Google, which has the potential to maximize profit for many developers going forward. Collectively, these new experiences and trends will lead to an industry revenue increase at an anticipated CAGR of 5.6% in the coming years to 2030, reaching an estimated $71.0 billion.

  20. 3

    3A Video Games Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated Apr 3, 2025
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    Market Report Analytics (2025). 3A Video Games Report [Dataset]. https://www.marketreportanalytics.com/reports/3a-video-games-55662
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    pdf, doc, pptAvailable download formats
    Dataset updated
    Apr 3, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

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

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

    Discover the booming AAA video game market forecast to 2033! This in-depth analysis reveals key trends, growth drivers, and major players like Electronic Arts, Activision Blizzard, and Tencent, highlighting lucrative segments and regional opportunities in this multi-billion dollar industry. Learn about market size projections, CAGR, and key challenges influencing this exciting sector.

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Gregory Smith; Gregory Smith (2022). Video Games Sales [Dataset]. http://doi.org/10.5281/zenodo.5898311
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Video Games Sales

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235 scholarly articles cite this dataset (View in Google Scholar)
csvAvailable download formats
Dataset updated
Jan 25, 2022
Dataset provided by
Zenodohttp://zenodo.org/
Authors
Gregory Smith; 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.

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