100+ datasets found
  1. Video Games Sales

    • zenodo.org
    • data-staging.niaid.nih.gov
    • +1more
    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
    Explore at:
    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. M

    Video Games Statistics By Gaming With Technology (2026)

    • scoop.market.us
    Updated Jan 19, 2026
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    Market.us Scoop (2026). Video Games Statistics By Gaming With Technology (2026) [Dataset]. https://scoop.market.us/video-games-statistics/
    Explore at:
    Dataset updated
    Jan 19, 2026
    Dataset authored and provided by
    Market.us Scoop
    License

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

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Introduction

    Video Games Statistics: Video games have transformed into a worldwide cultural sensation, captivating diverse audiences across generations.

    The industry has seen the emergence of numerous titles boasting exceptional sales, solidifying their status as all-time best-selling video games.

    Beyond revenue generation, these games have wielded enduring influence over pop culture and entertainment engagement.

    The sales landscape has shifted from physical editions to digital dissemination. Platforms like consoles, PCs, and mobile devices are substantially impacting sales dynamics.

    https://scoop.market.us/wp-content/uploads/2023/09/Best-Selling-Video-Games-Statistics.png" alt="Best Selling Video Games Statistics" class="wp-image-37304">
  3. 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

  4. h

    steam-games-dataset

    • huggingface.co
    Updated Oct 23, 2025
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    Martin Bustos (2025). steam-games-dataset [Dataset]. http://doi.org/10.57967/hf/0511
    Explore at:
    Dataset updated
    Oct 23, 2025
    Authors
    Martin Bustos
    License

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

    Description

    Overview

    Information of more than 120,000 games published on Steam. Maintained by Fronkon Games. This dataset has been created with this code (MIT) and use the API provided by Steam, the largest gaming platform on PC. Data is also collected from Steam Spy. Only published games, no DLCs, episodes, music, videos, etc. Here is a simple example of how to parse json information:

    Simple parse of the 'games.json' file.

    import os import json

    dataset = {} if… See the full description on the dataset page: https://huggingface.co/datasets/FronkonGames/steam-games-dataset.

  5. 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.

  6. n

    rec-amz-Video-Games

    • networkrepository.com
    csv
    Updated May 1, 2020
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    Network Data Repository (2020). rec-amz-Video-Games [Dataset]. https://networkrepository.com/rec-amz-Video-Games.php
    Explore at:
    csvAvailable download formats
    Dataset updated
    May 1, 2020
    Dataset authored and provided by
    Network Data Repository
    License

    https://networkrepository.com/policy.phphttps://networkrepository.com/policy.php

    Description

    Users-rate-products - Third column represents the ratings (edge weights) and the fourth column represents the edge timestamp for that rating.

  7. Video Game Market Growth Analysis - Size and Forecast 2025-2029 | Technavio

    • technavio.com
    pdf
    Updated Jan 17, 2025
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    Technavio (2025). Video Game Market Growth Analysis - Size and Forecast 2025-2029 | Technavio [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-tab-pane Video Game Market Size 2025-2029The 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 SampleThe 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 PlayStationXboxNintendoPC (Steam, Epic Games Store, etc.)Mobile (iOS, Android)Type OfflineOnlineEnd-User Hardcore GamersCasual GamersEsports EnthusiastsRevenue Model Game Sales (Digital & Physical)In-Game PurchasesSubscriptionsAdvertisingGeography North America USCanadaEurope FranceGermanyItalyUKMiddle East and Africa EgyptKSAOmanUAEAPAC ChinaIndiaJapanSouth America ArgentinaBrazilRest of World (ROW) By Platform InsightsThe 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 to develop and release new titles, ensuring game balance, quality assurance, and loc

  8. 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.

  9. 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.

  10. Video Games in the US - Market Research Report (2016-2031)

    • ibisworld.com
    Updated May 15, 2025
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    IBISWorld (2025). Video Games in the US - Market Research Report (2016-2031) [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.

  11. V

    Video Games and Science equals A Big Win!

    • data.virginia.gov
    url
    Updated Oct 29, 2025
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    Science Museum of Virginia (2025). Video Games and Science equals A Big Win! [Dataset]. https://data.virginia.gov/dataset/video-games-and-science-equals-a-big-win
    Explore at:
    urlAvailable download formats
    Dataset updated
    Oct 29, 2025
    Dataset authored and provided by
    Science Museum of Virginia
    Description

    What if helping science simply means you play more video games? Talk about a win, win … and you don’t even have to move off the couch!

  12. Video game players and their environmental perception and behaviors

    • osf.io
    Updated Apr 1, 2022
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    Manh-Toan Ho; Minh-Hoang Nguyen; Viet-Phuong La; Thanh-Hang Pham; Quan-Hoang Vuong (2022). Video game players and their environmental perception and behaviors [Dataset]. http://doi.org/10.17605/OSF.IO/P8U9C
    Explore at:
    Dataset updated
    Apr 1, 2022
    Dataset provided by
    Center for Open Sciencehttps://cos.io/
    Authors
    Manh-Toan Ho; Minh-Hoang Nguyen; Viet-Phuong La; Thanh-Hang Pham; Quan-Hoang Vuong
    License

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

    Description

    Video gaming has been rising rapidly to become one of the primary entertainment media, especially during the COVID-19 pandemic. Playing video games has been reported to associate with many psychological and behavioral traits. However, little is known about the connections between game players' behaviors in the virtual environment and environmental perceptions. Thus, the current data set offers valuable resources regarding environmental worldviews and behaviors in the virtual world of 640 Animal Crossing: New Horizons (ACNH) game players from 29 countries around the globe. The data set consists of six major categories: 1) socio-demographic profile, 2) COVID-19 concern, 3) environmental perception, 4) game-playing habit, 5) in-game behavior, and 6) game-playing feeling. By making this data set open, we aim to provide policymakers, game producers, and researchers with valuable resources for understanding the interactions between behaviors in the virtual world and environmental perceptions, which could help produce video games in compliance with the United Nations (UN) Sustainable Development Goals.

    See more: https://doi.org/10.1162/dint_a_00111

    Other repository: Quan-Hoang Vuong; Manh-Toan Ho; Viet-Phuong La; Tam-Tri Le; Thanh Huyen T. Nguyen; Minh-Hoang Nguyen. A multinational dataset of game players’ behaviors in a virtual world and environmental perceptions(V1). 2021. Science Data Bank. 2021-10-09. cstr:31253.11.sciencedb.j00104.00098; https://datapid.cn/31253.11.sciencedb.j00104.00098

  13. h

    Dataset

    • huggingface.co
    Updated Jul 23, 2024
    + more versions
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    VideoGameBunny (2024). Dataset [Dataset]. https://huggingface.co/datasets/VideoGameBunny/Dataset
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Jul 23, 2024
    Authors
    VideoGameBunny
    License

    MIT Licensehttps://opensource.org/licenses/MIT
    License information was derived automatically

    Description

    VideoGameBunny Instruction Following Dataset

    [Website]

      Overview
    

    We present a comprehensive dataset of 185,259 high-resolution images from 413 video games, sourced from YouTube videos. This dataset addresses the lack of game-specific instruction-following data and aims to improve the ability of open-source models to understand and respond to video game content.

      Dataset Composition
    

    Our dataset includes various types of instructions generated for these… See the full description on the dataset page: https://huggingface.co/datasets/VideoGameBunny/Dataset.

  14. b

    Video Game Sales

    • berd-platform.de
    csv
    Updated Jul 31, 2025
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    Gregory Smith; Gregory Smith (2025). Video Game Sales [Dataset]. http://doi.org/10.82939/bgvgb-tar18
    Explore at:
    csvAvailable download formats
    Dataset updated
    Jul 31, 2025
    Dataset provided by
    Kaggle
    Authors
    Gregory Smith; Gregory Smith
    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. There are 16,598 records. 2 records were dropped due to incomplete information. The data set is 1.36 MB large.

    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.

  15. m

    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).

  16. Data from: PlayMyData: a curated dataset of multi-platform videogames

    • zenodo.org
    • datasetcatalog.nlm.nih.gov
    csv, zip
    Updated Mar 8, 2024
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    Andrea D'Angelo; Claudio Di Sipio; Claudio Di Sipio; Cristiano Politowski; Riccardo Rubei; Riccardo Rubei; Andrea D'Angelo; Cristiano Politowski (2024). PlayMyData: a curated dataset of multi-platform videogames [Dataset]. http://doi.org/10.5281/zenodo.10797761
    Explore at:
    csv, zipAvailable download formats
    Dataset updated
    Mar 8, 2024
    Dataset provided by
    Zenodohttp://zenodo.org/
    Authors
    Andrea D'Angelo; Claudio Di Sipio; Claudio Di Sipio; Cristiano Politowski; Riccardo Rubei; Riccardo Rubei; Andrea D'Angelo; Cristiano Politowski
    License

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

    Description

    About

    This repository contains the source code implementation used to replicate the experimental results obtained in the submitted to the 21st International Conference on Mining Software Repositories (MSR204).

    "PlayMyData: a curated dataset of multi-platform videogames"

    authored by:

    Andrea D'Angelo(1), Claudio Di Sipio, Cristiano Politowsky (2) and Riccardo Rubei

    (1) Università degli Studi dell'Aquila, Italy

    (2) University of Montreal, Canada

    Introduction

    PlayMyData is a multi-purpose, comprehensive videogame dataset of videogames released from 1993 up to November 2023. It contains metadata like titles, platforms, a summary of the story, and release data. It also integrates data from HowLongToBeat on completion times.

    Data description

    The dataset is structured as follows:

    • all_games_PlayStation.csv: It contains IGDB metadata collected for the PlayStation platforms.
    • screenshots.zip: It contains the collected screenshots from IGDB, grouped by genre
    • all_games_Xbox.csv: It contains IGDB metadata collected for the Xbox platforms.
    • all_games_PC.csv: It contains IGDB metadata collected for the PC.
    • all_games_Nintendo.csv: It contains IGDB metadata collected for the Nintendo platforms.
    • platforms.csv: It contains all gaming platforms available on IGDB and the corresponding ID.
    • genres.csv: It contains the list of genres available on IGDB and the corresponding ID.
    • all_videos.csv: It contains the gameplay URLs and the corresponding name as it appears on IGDB, e.g. "Gameplay Video"
    • video_ids.csv: It contains the mapping with games and the list of gameplay videos. Some entries are missing.

    How to collect PlayMyData

    To collect PlayMyData, please refer to the supporting GitHub repo available at: https://github.com/riccardoRubei/MSR2024-Data-Showcase

  17. Video game market revenue growth worldwide 2018-2030

    • statista.com
    Updated Nov 6, 2024
    + more versions
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    Statista Research Department (2024). Video game market revenue growth worldwide 2018-2030 [Dataset]. https://www.statista.com/topics/868/video-games/
    Explore at:
    Dataset updated
    Nov 6, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    In 2024, the revenue change in the 'Games' segment of the media market worldwide was modeled to amount to 10.91 percent. Between 2018 and 2024, the figure dropped by 70.2 percentage points, though the decline followed an uneven course rather than a steady trajectory. The forecast shows the revenue change will steadily decline by 4.85 percentage points from 2024 to 2030.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Games.

  18. V

    Video Games Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated May 29, 2025
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    Data Insights Market (2025). Video Games Report [Dataset]. https://www.datainsightsmarket.com/reports/video-games-1437097
    Explore at:
    pdf, doc, pptAvailable download formats
    Dataset updated
    May 29, 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 video game market is booming, projected to reach $175.6 billion by 2033, fueled by esports, mobile gaming, and cloud technology. Discover key trends, market drivers, and the leading players shaping this dynamic industry.

  19. d

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

    • catalog.data.gov
    • datasets.ai
    • +1more
    Updated Dec 2, 2025
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    Agricultural Research Service (2025). Data from: The influence of active video game play upon physical activity and screen-based activities in sedentary children [Dataset]. https://catalog.data.gov/dataset/data-from-the-influence-of-active-video-game-play-upon-physical-activity-and-screen-based--33694
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    Dataset updated
    Dec 2, 2025
    Dataset provided by
    Agricultural Research Service
    Description

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

  20. P

    Puzzle Video Game Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated Apr 26, 2025
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    Data Insights Market (2025). Puzzle Video Game Report [Dataset]. https://www.datainsightsmarket.com/reports/puzzle-video-game-1444240
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    doc, ppt, pdfAvailable download formats
    Dataset updated
    Apr 26, 2025
    Dataset authored and provided by
    Data Insights Market
    License

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

    Time period covered
    2026 - 2034
    Area covered
    Global
    Variables measured
    Market Size
    Description

    Discover the booming puzzle video game market! Explore market size, CAGR, key trends, and regional analysis from 2019-2033. Learn about top developers like Tencent and NetEase, and the dominance of mobile and PC platforms. Get insights into growth drivers and future market potential.

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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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232 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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