100+ datasets found
  1. Video Games Sales

    • zenodo.org
    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
    Explore at:
    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. 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
    Area covered
    United States
    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.

  4. U.S. top selling video games monthly 2025

    • statista.com
    Updated Aug 29, 2025
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    Statista (2025). U.S. top selling video games monthly 2025 [Dataset]. https://www.statista.com/statistics/1275642/top-ranked-video-games-sales/
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    Dataset updated
    Aug 29, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jul 2025
    Area covered
    United States
    Description

    In July 2025, EA Sports College Football 26 was the top-selling video game in the United States based on dollar sales. EA Sports MVP Bundle (2025) ranked second. The video game sales charts that month were dominated by blockbuster franchise games.

  5. G

    Video Games Market Research Report 2033

    • growthmarketreports.com
    csv, pdf, pptx
    Updated Aug 4, 2025
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    Growth Market Reports (2025). Video Games Market Research Report 2033 [Dataset]. https://growthmarketreports.com/report/video-games-market-global-industry-analysis
    Explore at:
    pdf, csv, pptxAvailable download formats
    Dataset updated
    Aug 4, 2025
    Dataset authored and provided by
    Growth Market Reports
    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Video Games Market Outlook



    According to our latest research, the global video games market size in 2024 stands at USD 221.4 billion, reflecting the industry’s robust momentum and widespread appeal. The market is currently experiencing a compound annual growth rate (CAGR) of 8.9% from 2025 to 2033, driven by technological innovation, the proliferation of mobile devices, and evolving consumer preferences. Based on this CAGR, the video games market is projected to reach a significant USD 479.3 billion by 2033. This impressive growth trajectory is underpinned by factors such as increasing internet penetration, advancements in gaming hardware and software, and a surge in eSports and online gaming communities globally.




    The primary growth driver for the video games market is the rapid advancement in gaming technology, including graphics processing units (GPUs), cloud computing, and artificial intelligence. These innovations have enabled developers to create highly immersive and visually stunning experiences, attracting a broad demographic of players. The integration of augmented reality (AR) and virtual reality (VR) has further elevated user engagement, providing interactive and lifelike environments that were previously unattainable. Moreover, the rise of 5G networks has significantly enhanced online multiplayer experiences by reducing latency and improving connectivity, thereby fostering the adoption of cloud gaming and mobile gaming platforms. The expansion of digital distribution channels has also made it easier for consumers to access a vast library of games, fueling market growth.




    Another significant factor contributing to the growth of the video games market is the shift in consumer behavior, particularly among younger demographics. With the increasing popularity of eSports and live-streaming platforms, gaming has evolved into a social activity that extends beyond mere entertainment. Gamers now participate in global competitions, engage with influencers, and form online communities, leading to greater retention and monetization opportunities for game publishers. The freemium and in-game purchase models have proven particularly successful, allowing developers to generate recurring revenue streams while offering players flexibility in how they engage with content. Additionally, the COVID-19 pandemic has accelerated digital adoption, as more individuals turned to video games for recreation and social interaction during periods of lockdown and social distancing.




    The proliferation of smartphones and affordable internet access has democratized gaming, making it accessible to a vast audience across emerging markets. Mobile gaming, in particular, has witnessed exponential growth, accounting for a significant share of the overall market revenue. This trend is further supported by the increasing availability of high-quality, free-to-play titles that appeal to casual gamers. At the same time, the console and PC gaming segments continue to thrive, driven by dedicated gamers seeking premium experiences and cutting-edge technology. Subscription-based models and cloud gaming services are also gaining traction, offering players the flexibility to access a wide range of games without the need for expensive hardware. Collectively, these factors are reshaping the competitive landscape and driving sustained growth in the video games market.




    From a regional perspective, Asia Pacific remains the largest and fastest-growing market for video games, accounting for a substantial portion of global revenue. This is primarily due to the large population base, high smartphone penetration, and a strong culture of online gaming in countries such as China, Japan, and South Korea. North America and Europe also represent significant markets, characterized by high consumer spending, advanced infrastructure, and a vibrant ecosystem of game developers and publishers. Meanwhile, Latin America and the Middle East & Africa are emerging as promising regions, fueled by rising disposable incomes and increasing internet connectivity. The diverse regional dynamics underscore the global appeal of video games and highlight the importance of localized content and marketing strategies in driving market expansion.



    "https://growthmarketreports.com/request-sample/1091">
    <button class="btn btn-lg text-center" id="fr

  6. 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
    Explore at:
    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.

  7. Users in the video games segment in France 2017-2030

    • statista.com
    Updated May 20, 2025
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    Jessica Clement (2025). Users in the video games segment in France 2017-2030 [Dataset]. https://www.statista.com/topics/6937/video-game-market-in-france/
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    Dataset updated
    May 20, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Area covered
    France
    Description

    The number of users in the 'Games' segment of the media market in France was modeled to be 27.66 million users in 2024. Between 2017 and 2024, the number of users rose by 10.85 million users, though the increase followed an uneven trajectory rather than a consistent upward trend. The number of users will steadily rise by 4.13 million users over the period from 2024 to 2030, reflecting a clear upward trend.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Games.

  8. Video game purchases by store brand in the U.S. 2025

    • statista.com
    Updated Jul 25, 2025
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    Statista (2025). Video game purchases by store brand in the U.S. 2025 [Dataset]. https://www.statista.com/forecasts/997152/video-game-purchases-by-store-brand-in-the-us
    Explore at:
    Dataset updated
    Jul 25, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jul 2024 - Jun 2025
    Area covered
    United States
    Description

    We asked U.S. consumers about "Video game purchases by store brand" and found that ******** takes the top spot, while *************** is at the other end of the ranking.These results are based on a representative online survey conducted in 2025 among 6,979 consumers in the United States. Looking to gain valuable insights about video gamers worldwide? Check out our reports on customers of video game stores and subscription services. These reports give readers a thorough picture of the people who use these platforms, including their identities, preferences, opinions, and methods of communication.

  9. 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

  10. 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
    Area covered
    United States
    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.

  11. e

    Video Games Market Size, Share, Industry Forecast by 2032

    • emergenresearch.com
    pdf,excel,csv,ppt
    Updated Jun 27, 2023
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    Emergen Research (2023). Video Games Market Size, Share, Industry Forecast by 2032 [Dataset]. https://www.emergenresearch.com/industry-report/video-games-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jun 27, 2023
    Dataset authored and provided by
    Emergen Research
    License

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

    Area covered
    Global
    Variables measured
    Base Year, No. of Pages, Growth Drivers, Forecast Period, Segments covered, Historical Data for, Pitfalls Challenges, 2032 Value Projection, Tables, Charts, and Figures, Forecast Period 2023 - 2032 CAGR, and 1 more
    Description

    The global Video Games market size is expected to reach USD 752.86 Billion in 2032 registering a CAGR of 13.0%. Discover the latest trends and analysis on the Video Games Market. Our report provides a comprehensive overview of the industry, including key players, market share, growth opportunities,...

  12. 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 authored and provided by
    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).

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

    • ibisworld.com
    Updated Nov 15, 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
    Nov 15, 2024
    Dataset authored and provided by
    IBISWorld
    License

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

    Time period covered
    2014 - 2029
    Area covered
    United Kingdom
    Description

    Video games have become a common form of entertainment for a large proportion of the population. They’re played by all age groups and demographics, offering companies a wide potential market. Mobile phone gaming has made games more accessible to people who would otherwise not be inclined to buy consoles or PC games. User-friendly devices, including tablets and smartphones, encourage older generations to play. Still, traditional console gaming continues to be a cornerstone of the market, with Sony's PlayStation 5 and Microsoft's Xbox Series X fetching strong sales figures despite initial supply chain hurdles. The UK Video Games industry has demonstrated resilience, leveraging new platforms and business models to fuel growth. Revenue is expected to swell at a compound annual rate of 1.6% over the five years through 2024-25, reaching £7.8 billion. Revenue growth has been supported by the release of the next generation of consoles, including the PlayStation 5 and the Xbox Series X, which were both launched in November 2020. Microtransactions and downloadable content (DLC) have emerged as pivotal trends, diversifying income streams and reshaping traditional monetisation models. Revenue is forecast to climb by 1.5% in 2024-25 as successful games continue to be released to the ninth-generation of consoles. The average industry profit margin has heightened in recent years in line with the expanding popularity of digital services. Microtransactions are expected to expand, though concerns over exploitation remain. Companies may increasingly adopt freemium models, easing criticisms of a lack of inclusivity while maximising revenue. Delivering content directly to consoles via the internet is likely to become even more popular, while casual gaming via portable devices, especially mobile phones, is expected to continue to expand. Revenue is anticipated to strengthen at a compound annual rate of 2.5% over the five years through 2029-30 to reach £8.9 billion. Nonetheless, workforce issues loom, with demand for skilled developers rising but the talent pool remaining constrained talent pool.

  14. 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

  15. 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.

  16. Most used devices for video games in the U.S. 2025

    • statista.com
    Updated Jun 26, 2025
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    Statista (2025). Most used devices for video games in the U.S. 2025 [Dataset]. https://www.statista.com/forecasts/997219/most-used-devices-for-video-games-in-the-us
    Explore at:
    Dataset updated
    Jun 26, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jul 2024 - Jun 2025
    Area covered
    United States
    Description

    When asked about "Most used devices for video games", most U.S. respondents pick ************ as an answer. ** percent did so in our online survey in 2025.

  17. m

    Video Game Statistics and Facts

    • market.biz
    Updated Sep 24, 2025
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    Market.biz (2025). Video Game Statistics and Facts [Dataset]. https://market.biz/video-game-statistics/
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    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
    Australia, South America, North America, ASIA, Africa, Europe
    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.

  18. 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
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    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

  19. 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
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    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.

  20. Global 3A Video Games Market Size By Game Type, By Platform, By Distribution...

    • verifiedmarketresearch.com
    Updated Sep 7, 2024
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    VERIFIED MARKET RESEARCH (2024). Global 3A Video Games Market Size By Game Type, By Platform, By Distribution Channel, By End-User, By Geographic Scope And Forecast [Dataset]. https://www.verifiedmarketresearch.com/product/3a-video-games-market/
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    Dataset updated
    Sep 7, 2024
    Dataset provided by
    Verified Market Researchhttps://www.verifiedmarketresearch.com/
    Authors
    VERIFIED MARKET RESEARCH
    License

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

    Time period covered
    2024 - 2031
    Area covered
    Global
    Description

    3A Video Games Market size was valued at USD 28 Billion in 2023 and is projected to reach USD 42.36 Billion by 2031, growing at a CAGR of 5.25% during the forecast period 2024-2031.

    Global 3A Video Games Market Drivers

    The market drivers for the 3A Video Games Market can be influenced by various factors. These may include:

    Increasing Adoption of Smartphones and Mobile Gaming: The proliferation of smartphones has revolutionized the gaming industry, making video games more accessible than ever. Mobile gaming accounts for a significant percentage of the gaming market, driven by the widespread availability of high-performance smartphones. As mobile devices evolve, they provide enhanced graphics, processing power, and gaming experiences comparable to traditional consoles. This surge in mobile game popularity encourages developers to create diverse content tailored to mobile users, leading to a dynamic and rapidly growing segment within the 3A video game market. Additionally, lower entry barriers for both players and developers have fueled this expansion.

    Advancements in Gaming Technology: Technological advancements drive innovation and enhance the gaming experience significantly. Developments in graphics rendering, artificial intelligence, and virtual reality contribute to more immersive and engaging gameplay. The introduction of next-gen consoles, capable of higher resolutions and faster load times, increases player expectations for quality and performance. Additionally, the rise of cloud gaming services allows players to access high-quality games without the need for expensive hardware, thus broadening the potential consumer base. These technological improvements not only attract new players but also encourage existing gamers to invest in the latest 3A video game titles.

    Global 3A Video Games Market Restraints

    Several factors can act as restraints or challenges for the 3A Video Games Market. These may include:

    High Development Costs: The 3A video game market faces significant financial constraints due to the high costs associated with game development. The production of AAA titles often requires substantial investment in technology, talent, and marketing, making it difficult for smaller studios to compete. High-quality graphics, immersive narratives, and compelling gameplay mechanics necessitate years of development and a large team of skilled professionals. Increased competition also drives up costs, as studios strive to deliver the best possible experience to capture market share. This financial burden can lead to fewer innovative projects, limiting diversity within the market and often resulting in sequels or remakes over original content.

    Intense Competition: The 3A video game market is characterized by fierce competition among major publishers and studios. With a few leading companies dominating the landscape, smaller developers often struggle to gain visibility and support. This competitive environment leads to a saturation of similar game concepts and genres, reducing consumer interest in new titles. Furthermore, players' loyalty to established franchises diminishes opportunities for newcomers to innovate or carve out a niche. As companies focus on blockbuster titles that guarantee returns, the risk of failure increases, hindering creativity and exploration within the industry, which can stifle unique and diverse gaming experiences.

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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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236 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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