100+ datasets found
  1. Consumer spending on video game content in the U.S. 2010-2023

    • statista.com
    • suissenights24.net
    • +1more
    Updated May 24, 2024
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    Statista (2024). Consumer spending on video game content in the U.S. 2010-2023 [Dataset]. https://www.statista.com/statistics/252457/consumer-spending-on-video-games-in-the-us/
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    Dataset updated
    May 24, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    In 2023, total U.S. consumer spending on video game content amounted to 48 billion U.S. dollars, a slight increase from 47.5 billion U.S. dollars in the preceding year. Video game spending surged in 2021 due to the COVID-19 pandemic.

  2. E

    Video Gaming Statistics – By Countries, Market Growth, Region, Company,...

    • enterpriseappstoday.com
    Updated Sep 11, 2023
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    EnterpriseAppsToday (2023). Video Gaming Statistics – By Countries, Market Growth, Region, Company, Demographics, Addiction, Type, Subscriptions [Dataset]. https://www.enterpriseappstoday.com/stats/video-gaming-statistics.html
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    Dataset updated
    Sep 11, 2023
    Dataset authored and provided by
    EnterpriseAppsToday
    License

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

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Video Gaming Statistics: The reports say that the video gaming industry is expected to reach $522 billion by the end of 2027. Since technological developments, not only there are laptops and desktops that are video gaming-oriented but mobile devices have become compatible with many advanced video games in recent days. Video games are available in various types video games such as Action games, adventure games, and casual games some popular games are Elden Ring, Stray, MARVEL SNAP, Teenage Mutant Ninja Turtles, Horizon Forbidden West, GOD of War Ragnarok, Neon White, etc. It was observed that by the end of 2022, approximately 3 billion people across the world were playing video games. These Video Gaming Statistics include insights from various aspects that shed light on why video gaming is one of the best-trending platforms. Editor’s Choice According to the reports of Marketer, video games will be played by approximately 3 billion people across the world by the end of 2022. According to Statista, PC video gaming alone is expected to earn revenue of around $467.7 billion by the end of 2025. Free-to-play games helped in generating revenue of almost 85% of the overall gaming platform. In the digital world, the sales of video games increased to 83% in 2022. As of 2023, the largest market share of the video gaming industry is expected to be $67.53 billion in North America. By the end of 2025, the North American video gaming sector is going to generate $80.9 billion in revenue. To date, the average revenue per user is expected to be $88 in the video gaming segment. Market revenue of video gaming earned by top regions was North America ($67.5 billion), Far East ($64.7 billion), and Western Europe ($53.78 billion). By the end of 2022, the bestselling video game was Mario Kart 8 Deluxe whose sales rate had accounted for $45.33 million.

  3. Video Games Sales

    • data.world
    csv, zip
    Updated May 11, 2024
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    Sumit Kumar Shukla (2024). Video Games Sales [Dataset]. https://data.world/sumitrock/video-games-sales
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    csv, zipAvailable download formats
    Dataset updated
    May 11, 2024
    Dataset provided by
    data.world, Inc.
    Authors
    Sumit Kumar Shukla
    Description

    Kaggle Video Games Sales Data

  4. 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
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    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]

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      Data Splits
    

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      Dataset Creation
    
    
    
    
    
    
    
      Curation Rationale… See the full description on the dataset page: https://huggingface.co/datasets/arjunpatel/best-selling-video-games.
    
  5. u

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

    • agdatacommons.nal.usda.gov
    • catalog.data.gov
    • +1more
    xlsx
    Updated Feb 16, 2024
    + more versions
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    Kelsey Ufholz (2024). Data from: The influence of active video game play upon physical activity and screen-based activities in sedentary children [Dataset]. http://doi.org/10.15482/USDA.ADC/1522952
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    xlsxAvailable download formats
    Dataset updated
    Feb 16, 2024
    Dataset provided by
    Ag Data Commons
    Authors
    Kelsey Ufholz
    License

    U.S. Government Workshttps://www.usa.gov/government-works
    License information was derived automatically

    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).

  6. Video Games Market Trends, Growth, Industry & Revenue [2031]

    • growthmarketreports.com
    csv, pdf, pptx
    Updated Nov 27, 2023
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    Growth Market Reports (2023). Video Games Market Trends, Growth, Industry & Revenue [2031] [Dataset]. https://growthmarketreports.com/report/video-games-market-global-industry-analysis
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    pptx, pdf, csvAvailable download formats
    Dataset updated
    Nov 27, 2023
    Dataset provided by
    Authors
    Growth Market Reports
    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Video Games Market Outlook 2031



    The Video Games Market was USD 307.15 Billion 2022 and is likely to reach USD 652.91 Billion in 2031, expanding at CAGR of 8.74% during 2023 – 2031. The growth of the market is attributed to the technological advancement and innovation in both hardware and software.



    Video game is developing as one of the most lucrative businesses in the entertainment sector. Constant development in Augmented Reality (AR) and Virtual Reality (VR) is serving the market.





    Globally, easy availability and accessibility of games on the internet and increasing penetration of internet services are helping the market expansion. Developers in game industry are continuously updating and forcing the technological limits related to the real-time execution of graphics in the video game market. The increasing inclination towards online games from physical games is leading the market players to concentrate on efficiency and hardware compatibility.



    Massively Multiplayer Online (MMO), multiplayer games, and Free2Play (F2P) are constantly gaining popularity, this is projected to continue over the next eight years. The increasing level of disposable income leads to rise the consumer spending on gaming products. Moreover, changing consumer preferences controls the huge adoption of advanced gaming consoles furnished along with advanced features including record and share and cross-platform gameplay.



    The social media gaming is anticipated to cater the impact on shaping up the market growth. The presence of several genres of games includes role play, strategy, action, and simulation, which is expected to increase the interest of the customers. Increasing popularity of eSports tournaments and rising number of professional gamers are resulting in rising sales of video games and accessories including gaming hardware and software.



    In corporate enterprises and educational institutes, the demand of this market is rising. The acceptance of gaming as an educational tool gives chances for cognitive and deeper learning. The concept of ‘gaming to learn’ is present there for longer period of time. Still, the potential of gamification possibilities in academics is exploited.



    Video Games <span st

  7. C

    Video Game Violence Statistics 2024 and Facts

    • coolest-gadgets.com
    Updated Apr 22, 2024
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    Coolest Gadgets (2024). Video Game Violence Statistics 2024 and Facts [Dataset]. https://www.coolest-gadgets.com/video-game-violence-statistics
    Explore at:
    Dataset updated
    Apr 22, 2024
    Dataset provided by
    Coolest Gadgets
    License

    https://www.coolest-gadgets.com/privacy/https://www.coolest-gadgets.com/privacy/

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Introduction

    Video Game Violence Statistics: Playing video games is a very popular activity for people of all ages. Video gaming is a huge industry that makes a lot of profit and brings in more money than movies and DVDs. The median female population spends the maximum time playing video games, and on the contrary, men spend more than half a day, sometimes the whole day, playing video games. Often, teenagers spend more time playing video games than adults. Video games have become realistic and addictive for young people.

    Some video games need internet connections that can allow kids and adults to play games and have discussions while playing with unknown peers and people. Video games were invented for entertainment purposes, but today, most kids get easily addicted to them. Let's shed more light on the statistics of video game violence in this article.

  8. Video Games Sales

    • data.world
    csv, zip
    Updated May 21, 2024
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    Andy Bramwell (2024). Video Games Sales [Dataset]. https://data.world/bramwax/video-games-sales
    Explore at:
    csv, zipAvailable download formats
    Dataset updated
    May 21, 2024
    Dataset provided by
    data.world, Inc.
    Authors
    Andy Bramwell
    Time period covered
    1983 - 2012
    Description

    bramwax is using data.world to share Video Games Sales data

  9. E

    Video Game Industry Statistics 2024 – By Revenue, Number Of Players,...

    • enterpriseappstoday.com
    Updated Mar 1, 2024
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    EnterpriseAppsToday (2024). Video Game Industry Statistics 2024 – By Revenue, Number Of Players, Demographics And Device Used [Dataset]. https://www.enterpriseappstoday.com/stats/video-game-industry-statistics.html
    Explore at:
    Dataset updated
    Mar 1, 2024
    Dataset authored and provided by
    EnterpriseAppsToday
    License

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

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Video Game Industry Statistics: In recent years, the video game industry has witnessed exponential growth, solidifying its position as a dominant force in entertainment. With global revenue surpassing the remarkable milestone of USD 180 billion in 2021, the video game industry continues to demonstrate its economic significance. Notably, this represents an increase of 20% from the previous year, highlighting the industry's robust growth trajectory. Moreover, with an estimated 2.9 billion gamers worldwide, translating to approximately 37% of the global population, the reach and influence of video games are unparalleled. As technology advances and gaming platforms evolve, these figures are expected to further soar, presenting lucrative opportunities and dynamic challenges for stakeholders across the board. Editor’s Choice Approximately 3.26 billion individuals worldwide engage in video gaming, showcasing the widespread appeal and extensive reach of the industry. A significant 89.5% of video game sales occur through digital platforms, underlining the growing prominence of online distribution channels. Gamers in the US collectively spent a substantial USD 55.5 billion on games in 2022, emphasizing the robust financial impact of the gaming market. Around 85% of all gaming revenue is attributed to free-to-play games, indicating the dominance of this business model in the digital gaming landscape. In 2022, an estimated 90 billion mobile game downloads were recorded from app stores, underscoring the significant role of mobile gaming in the industry. By 2025, the PC gaming sector is projected to accumulate a substantial USD 46.7 billion in revenue, emphasizing the continued growth and diversification of gaming platforms. People aged between 18 and 34 comprise 38% of the global gaming demographic, reflecting a broad age range among gaming enthusiasts. The mobile games industry is forecasted to reach an impressive USD 138 billion in revenue by 2025, further solidifying its position as a major player in the gaming market. Over one-third of the world's population are active gamers, indicating the immense popularity and widespread adoption of gaming as a recreational activity. China and the US stand as dominant forces in the gaming market, reflecting their substantial contributions to industry revenue and market share. Most US game purchases are now made digitally, highlighting the increasing preference for digital distribution channels among consumers. The gaming market is expected to experience significant growth, with revenue projected to reach USD 272.86 billion in 2024 and USD 426.02 billion by 2029, showcasing lucrative opportunities for industry stakeholders. Major companies in the gaming market include Sony Corporation, Microsoft Corporation, Apple Inc, Google LLC (Alphabet Inc.), and Bandai Namco Entertainment Inc., driving innovation and competition in the industry. Virtual reality (VR) and augmented reality (AR) technologies are revolutionizing the gaming experience, providing immersive and interactive gameplay for players. Cloud gaming services are anticipated to drive market growth by leveraging cloud capabilities and streaming media services, offering convenience and accessibility to gamers. The Asia-Pacific region, particularly China and Japan, dominates the gaming market, contributing significantly to global industry revenue and innovation. You May Also Like To Read Gamification Statistics Technology Addiction Statistics Commercial Drone Statistics Digital Transformation Statistics

  10. T

    Analysis of the Video Game Market by Console, Mobile, and Computer 2023 to...

    • futuremarketinsights.com
    csv, pdf
    Updated Jul 21, 2023
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    Future Market Insights (2023). Analysis of the Video Game Market by Console, Mobile, and Computer 2023 to 2033 [Dataset]. https://www.futuremarketinsights.com/reports/video-game-market
    Explore at:
    pdf, csvAvailable download formats
    Dataset updated
    Jul 21, 2023
    Dataset authored and provided by
    Future Market Insights
    License

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

    Time period covered
    2023 - 2033
    Area covered
    Worldwide
    Description

    The video game market is anticipated to have a prodigious CAGR of 13.5% during the forecast period of 2023 to 2033. According to FMI, the video game market is expected to grow from US$ 227 billion in 2023 to US$ 805.3 billion by 2033.

    AttributesDetails
    Video Game Market CAGR (2023 to 2033)13.5%
    Video Game Market Size (2023)US$ 227 billion
    Video Game Market Size (2033)US$ 805.3 billion

    Report Scope

    AttributesDetails
    Growth RateCAGR of 13.5% from 2023 to 2033
    Projected Market Size (2023)US$ 227 billion
    Estimated Market Size (2033)US$ 805.3 billion
    Base Year for Estimation2022
    Historical Data2018 to 2022
    Forecast Period2023 to 2033
    Quantitative UnitsRevenue in US$ million and CAGR from 2023 to 2033
    Report CoverageRevenue Forecast, Volume Forecast, Company Ranking, Competitive Landscape, Growth Factors, Trends, and Pricing Analysis
    Segments Covered
    • Product
    • End-use
    • Region
    Regions Covered
    • North America
    • Latin America
    • Western Europe
    • Eastern Europe
    • South Asia & Pacific
    • East Asia
    • The Middle East & Africa (MEA)
    Key Countries Profiled
    • The United States
    • Canada
    • Brazil
    • Mexico
    • Germany
    • The United Kingdom
    • France
    • Spain
    • Italy
    • Poland
    • Russia
    • Czech Republic
    • Romania
    • India
    • Bangladesh
    • Australia
    • New Zealand
    • China
    • Japan
    • South Korea
    • GCC Countries
    • South Africa
    • Israel
    Key Companies Profiled
    • Activision Blizzard
    • Apple Inc.
    • Disney
    • Electronics Art Inc.
    • Lucid Games
    • Microsoft
    • Nintendo
    • Rovio Entertainment Corporation
    • Sony Interactive Entertainment Inc.
    • Tencent Holdings Limited
    CustomizationAvailable Upon Request
  11. U.S. computer and video game sales from 2000 to 2015

    • statista.com
    • teosuisse.net
    Updated Apr 28, 2016
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    Statista (2016). U.S. computer and video game sales from 2000 to 2015 [Dataset]. https://www.statista.com/statistics/273258/us-computer-and-video-game-sales/
    Explore at:
    Dataset updated
    Apr 28, 2016
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    This timeline shows data on computer and video game sales in the United States from 2000 to 2015. Sales grew from 5.5 billion U.S. dollars to 16.5 billion in this period. Computer and video game sales in the United States have risen steadily since 2000, reaching a peak of 17.1 billion U.S. dollars in 2010 before falling to 15.2 billion U.S. dollars in 2012. Since then, the market has recovered and the latest calculations indicate revenue from computer and video game sales reached 16.5 billion U.S. dollars in 2015. Monthly revenue figures reveal a common pattern in game sales in the United States. Generally, the video game industry celebrates its highest sales during the winter holiday months, when revenues spike significantly as video games make very popular Christmas gifts.

  12. Global video game consoles revenue 2018-2028

    • statista.com
    • suissenights24.net
    • +1more
    Updated May 16, 2024
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    Statista Research Department (2024). Global video game consoles revenue 2018-2028 [Dataset]. https://www.statista.com/topics/868/video-games/
    Explore at:
    Dataset updated
    May 16, 2024
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    The global revenue in the 'Game Consoles' segment of the consumer electronics market was forecast to continuously increase between 2024 and 2028 by in total 2.1 billion U.S. dollars (+8.71 percent). After the tenth consecutive increasing year, the indicator is estimated to reach 26.22 billion U.S. dollars and therefore a new peak in 2028. Notably, the revenue of the 'Game Consoles' segment of the consumer electronics market was continuously increasing over the past years.Find further information concerning the indicator 'volume by segment' in the consumer electronics market in Italy and the revenue in the 'consumer electronics' segment of the E-commerce market in the United States. The Statista Market Insights cover a broad range of additional markets.

  13. 2020/W45: Dedicated Video Game Sales Units

    • data.world
    csv, zip
    Updated Jun 18, 2024
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    Makeover Monday (2024). 2020/W45: Dedicated Video Game Sales Units [Dataset]. https://data.world/makeovermonday/2020w45-dedicated-video-game-sales-units
    Explore at:
    csv, zipAvailable download formats
    Dataset updated
    Jun 18, 2024
    Dataset provided by
    data.world, Inc.
    Authors
    Makeover Monday
    Description

    Original Visualization

    https://learningtableaublog.files.wordpress.com/2020/11/graph.jpg" alt="https://learningtableaublog.files.wordpress.com/2020/11/graph.jpg">

    About this Dataset

    SOURCE ARTICLE: Nintendo Investor Relations DATA SOURCE: Data downloaded from source article. Original source is Euroland.com

    Objectives

    \* What works and what doesn't work with this chart? \* How can you make it better?

  14. D

    Video Game Market Size, Growth, Forecast | 2032

    • dataintelo.com
    csv, pdf, pptx
    Updated Jul 13, 2024
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    Dataintelo (2024). Video Game Market Size, Growth, Forecast | 2032 [Dataset]. https://dataintelo.com/report/global-video-game-market
    Explore at:
    pdf, pptx, csvAvailable download formats
    Dataset updated
    Jul 13, 2024
    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

    Video Game Market Outlook 2032



    The global video game market size was USD 248.52 Billion in 2023 and is likely to reach USD 664.96 Billion by 2032, expanding at a CAGR of 10.32% during 2024–2032. The market growth is attributed to the increasing development of gaming engines and graphics and the impact of emerging technologies.



    The evolution of gaming engines and graphics is pivotal in pushing the boundaries of what video games achieve visually and interactively. Modern gaming engines such asunreal engine and unity have democratized game development, allowing even small teams to create visually stunning games. These engines support advanced features such as real-time ray tracing, which provides realistic lighting effects, and detailed particle systems for enhanced visual effects.The improvement in graphics makes games visually appealing and enhances the realism of game environments, making them engaging and immersive.





    Virtual reality (VR) and augmented reality (AR) have significantly transformed the video game industry by enhancing the immersive experience of gaming. VR technology, utilizing headsets such as the Oculus Rift, HTC Vive, and PlayStation VR, transports players into fully immersive, three-dimensional environments where they interact with their surroundings in a seemingly real way. This level of immersion has expanded the scope of gameplay possibilities and opened up new genres and storytelling techniques. On the other hand, AR integrates game visuals and elements into the real world, as seen with the success of games such as Pokémon GO. AR has made gaming accessible and social, encouraging players to explore the real world and interact with each other through augmented experiences.



    Video Game Market Dynamics





    Major Drivers



    Increasing penetration of smartphones<

  15. Steam Video Game Hours Played

    • data.world
    zip
    Updated Apr 26, 2024
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    Stephen Asher Myers (2024). Steam Video Game Hours Played [Dataset]. https://data.world/quanticdata/steam-video-game-hours-played
    Explore at:
    zipAvailable download formats
    Dataset updated
    Apr 26, 2024
    Dataset provided by
    data.world, Inc.
    Authors
    Stephen Asher Myers
    Description

    About this Dataset

    Where did it come from? https://www.kaggle.com/tamber/steam-video-games/data

    151603712 User ID Numeric

    The Elder Scrolls V Skyrim Name of the steam game String

    purchase behavior name (purchase/play) String

    1.0 Hours if behavior is play, 1.0 if behavior is purchase Numeric

  16. Video Games - Thematic Research

    • globaldata.com
    Updated Aug 31, 2022
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    GlobalData UK Ltd. (2022). Video Games - Thematic Research [Dataset]. https://www.globaldata.com/store/report/video-games-theme-analysis/
    Explore at:
    Dataset updated
    Aug 31, 2022
    Dataset provided by
    GlobalDatahttps://www.globaldata.com/
    Authors
    GlobalData UK Ltd.
    License

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

    Time period covered
    2019 - 2023
    Area covered
    Global
    Description

    Video Games Theme Analysis Report OverviewThe video games industry continues to evolve, driven by changing user demands, new monetization and distribution channels, and technological progress. Industry Read More

  17. Video Game Market Analysis APAC, North America, Europe, South America,...

    • technavio.com
    Updated Jun 25, 2024
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    Technavio (2024). Video Game Market Analysis APAC, North America, Europe, South America, Middle East and Africa - US, China, South Korea, Germany, Japan - Size and Forecast 2024-2028 [Dataset]. https://www.technavio.com/report/video-game-market-industry-size-analysis
    Explore at:
    Dataset updated
    Jun 25, 2024
    Dataset provided by
    TechNavio
    Authors
    Technavio
    License

    https://www.technavio.com/content/privacy-noticehttps://www.technavio.com/content/privacy-notice

    Time period covered
    2021 - 2025
    Area covered
    Global, United States
    Description

    Snapshot img

    Video Game Market Size 2024-2028

    The Video Game market size is projected to reach a value of USD 115.2 billion, at a CAGR of 9.44% between 2023 and 2028. Several factors are driving the growth of the market, including the increasing penetration of smartphones and improved internet access, which have expanded the gaming market. Additionally, the evolution of the PC and console gaming market has contributed to its growth. Moreover, the rising popularity of eSports tournaments has attracted a large audience and increased engagement in the gaming industry. These factors collectively indicate a significant expansion in the gaming market, driven by technological advancements and changing consumer preferences. As smartphone and internet access continue to improve, and eSports tournaments gain more traction, the market is expected to witness further growth and innovation, catering to a diverse and expanding audience.

    What will be the Size of the Market During the Forecast Period?

    To learn more about this report, View Report Sample

    Market Dynamics

    The market has experienced significant growth in recent years, with the rise of technologically advanced smartphones and the advent of 5G network. This has led to an increase in the popularity of online gaming, particularly 3D games. Video gamers can now enjoy real-time strategy games and other Computer game on the go, using Input device such as Gamepad, keyboards, or Controller. The integration of 5G and cloud gaming services with hyper-scale cloud capabilities has revolutionized the industry. Gamers can now stream their favorite games in real-time, enabling multi-player competitions and educational purposes. The pleasure and relaxation derived from video games have become more accessible than ever before. Game developers are constantly pushing the boundaries of technology to create immersive gaming experiences. Streaming media services have also entered the market, offering a convenient and cost-effective solution for gamers. High bandwidth network connectivity is crucial for ensuring smooth gameplay in multiplayer online battle arenas, where Multi-players engage in competitive gaming experiences. Overall, the video game market is a dynamic and innovative space, offering endless possibilities for entertainment and learning. Our researchers analyzed the data with 2022 as the base year and the key drivers, trends, and challenges. A holistic analysis of drivers will help companies refine their marketing strategies to gain a competitive advantage.

    Key Market Driver

    The rising penetration of smartphones and improving internet access are notably driving the growth of the market share. The video game industry encompasses the development, publication, and sale of video games for various platforms. The video gaming industry has experienced substantial growth, with mobile gaming leading the charge. This segment's expansion is attributed to the widespread availability of affordable video game hardware, such as smartphones, and improved internet access. Graphics in video games have become increasingly sophisticated, with technologies like Virtual Reality (VR) enhancing the gaming experience. The industry caters to a vast community of video gamers, offering both console-based and web-based gameplay options. Hence, these factors will drive the growth of the global market during the forecast period.

    Significant Market Trends

    The increasing popularity of gaming among women is an emerging trend in market growth. The video game market has experienced a significant demographic shift in recent years, with an increasing number of female gamers. Traditionally, men have dominated the industry, but the prevalence of mobile gaming and web-based gameplay has led to a surge in female participation. As of 2022, approximately 45% of video gamers in the US are female, and this number is projected to grow. This trend is expected to positively impact the sales of video game hardware, software, and merchandise, as well as virtual reality (VR) technology in the gaming industry. The enhanced graphics and immersive experiences offered by video games continue to attract a diverse audience. Therefore, such factors will drive the growth of the global market during the forecast period.

    Major Market Challenge

    The increasing cost of game development of gaming are major challenge impeding market growth. The video game market has experienced significant growth, with an estimated USD180.1 billion investment in 2022. This surge in funding can be attributed to the increasing demands of video gamers for enhanced quality and innovative in-game content. Advanced graphics, intricate characters, and detailed environments are now the norm in the video gaming industry. To meet these requirements, developers utilize automated technologies like Speed Tree for realistic graphics, as well as creating custom graphics. The integration of Virtual Reality (

  18. f

    Data file for the study from Violent video game engagement is not associated...

    • rs.figshare.com
    bin
    Updated Jun 4, 2023
    + more versions
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    Andrew K. Przybylski; Netta Weinstein (2023). Data file for the study from Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report [Dataset]. http://doi.org/10.6084/m9.figshare.7687226.v1
    Explore at:
    binAvailable download formats
    Dataset updated
    Jun 4, 2023
    Dataset provided by
    The Royal Society
    Authors
    Andrew K. Przybylski; Netta Weinstein
    License

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

    Description

    In this study, we investigated the extent to which adolescents who spend time playing violent video games exhibit higher levels of aggressive behaviour when compared with those who do not. A large sample of British adolescent participants (n = 1004) aged 14 and 15 years and an equal number of their carers were interviewed. Young people provided reports of their recent gaming experiences. Further, the violent contents of these games were coded using official E.U. and US ratings, and carers provided evaluations of their adolescents' aggressive behaviours in the past month. Following a preregistered analysis plan, multiple regression analyses tested the hypothesis that recent violent game play is linearly and positively related to carer assessments of aggressive behaviour. Results did not support this prediction, nor did they support the idea that the relationship between these factors follows a nonlinear parabolic function. There was no evidence for a critical tipping point relating violent game engagement to aggressive behaviour. Sensitivity and exploratory analyses indicated these null effects extended across multiple operationalizations of violent game engagement and when the focus was on another behavioural outcome, namely, prosocial behaviour. The discussion presents an interpretation of this pattern of effects in terms of both the ongoing scientific and policy debates around violent video games, and emerging standards for robust evidence-based policy concerning young people's technology use.

  19. L

    The Video Game Ontology

    • liveschema.eu
    csv, rdf, ttl
    Updated Dec 17, 2020
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    Linked Open Vocabulary (2020). The Video Game Ontology [Dataset]. http://liveschema.eu/dataset/lov_vgo
    Explore at:
    rdf, csv, ttlAvailable download formats
    Dataset updated
    Dec 17, 2020
    Dataset provided by
    Linked Open Vocabulary
    License

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

    Description

    The Video Game Ontology is an ontology designed for describing video games and all the resources related to their game plays. @en

  20. Videogames

    • data.world
    csv, zip
    Updated May 16, 2023
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    Sumit Kumar Shukla (2023). Videogames [Dataset]. https://data.world/sumitrock/videogames
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    csv, zipAvailable download formats
    Dataset updated
    May 16, 2023
    Dataset provided by
    data.world, Inc.
    Authors
    Sumit Kumar Shukla
    Description

    Video Games Dataset Kaggle

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Click to copy link
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Close
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Statista (2024). Consumer spending on video game content in the U.S. 2010-2023 [Dataset]. https://www.statista.com/statistics/252457/consumer-spending-on-video-games-in-the-us/
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Consumer spending on video game content in the U.S. 2010-2023

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Dataset updated
May 24, 2024
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
United States
Description

In 2023, total U.S. consumer spending on video game content amounted to 48 billion U.S. dollars, a slight increase from 47.5 billion U.S. dollars in the preceding year. Video game spending surged in 2021 due to the COVID-19 pandemic.

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