100+ datasets found
  1. f

    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
    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

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

    • statista.com
    Updated Jun 26, 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
    Jun 26, 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.

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

    • ibisworld.com
    Updated May 8, 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 8, 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. Video Games Market Research Report 2033

    • growthmarketreports.com
    csv, pdf, pptx
    Updated Jun 30, 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:
    pptx, csv, pdfAvailable download formats
    Dataset updated
    Jun 30, 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">
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  5. Video Game Market Analysis, Size, and Forecast 2025-2029: North America (US...

    • technavio.com
    Updated Jan 15, 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
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    Dataset updated
    Jan 15, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Global
    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 ga

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

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

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

    Time period covered
    2014 - 2029
    Area covered
    United Kingdom
    Description

    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.

  7. Video Games Software Developers in the US - Market Research Report...

    • ibisworld.com
    Updated Sep 15, 2024
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    IBISWorld (2024). 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
    Sep 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 States
    Description

    Since the first video games emerged in the 1970s, video game companies have continually redefined entertainment, offering users an unparalleled interactive experience that distinguishes gaming from TV, streaming services and more. Shifts in various trends, like mobile video games and online ways to buy games becoming much more popular in the period, have also been helping this industry. These developments laid the groundwork for a remarkable growth trajectory in industry revenue—peaking at a compounded annual growth rate of 7.7% leading up to 2024 and expanding 5.2% that year. However, this explosive growth brought on considerable challenges. Significant developers like Sony and Microsoft drove consolidation through high-profile acquisitions, such as Microsoft's bid for Activision Blizzard, which drew scrutiny from FTC and EU regulators. Merger activity like this aims to position these companies at the forefront of a market with rising development costs, high inflation and a complete return to outdoor lifestyles. Antitrust regulations could reshape industry practices, prompting businesses to consider new approaches for sustainable growth. Various developments in mobile gaming platforms, such as the Steam Deck and ROG Ally, will align with consumer desires for flexible, on-the-go entertainment, but neither remotely eclipses the popularity of smartphone gaming. The popularity of downloadable games has minimized overhead, yet digital storefronts challenge smaller developers through steep fees. Independent developers could see improved profit as legislative pressure mounts to reduce these fees. But, AI-generated games represent both an opportunity and a threat—they promise reduced development times but imperil the careers of traditional designers. The video game industry's future will hinge on embracing technological advancements while navigating regulatory landscapes and shifting consumer habits. Revenue for this industry will expand at a CAGR of 6.5% towards $33.0 billion by 2029, even as profit will tighten. To thrive, developers must deftly balance innovation with adaptation to evolving market demands and legal frameworks.

  8. Video Games: Global Markets

    • bccresearch.com
    html, pdf, xlsx
    Updated Dec 5, 2022
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    BCC Research (2022). Video Games: Global Markets [Dataset]. https://www.bccresearch.com/market-research/information-technology/video-game-market.html
    Explore at:
    pdf, xlsx, htmlAvailable download formats
    Dataset updated
    Dec 5, 2022
    Dataset authored and provided by
    BCC Research
    License

    https://www.bccresearch.com/aboutus/terms-conditionshttps://www.bccresearch.com/aboutus/terms-conditions

    Description

    BCC Research Market Report for Video Games industry. Estimation of the market size and analyses of global Video Games market trends, with CAGRs through 2027.

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

    • statista.com
    Updated Jun 23, 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
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2017 - Mar 2025
    Area covered
    United States
    Description

    In March 2025, total video games sales in the United States amounted to **** billion U.S. dollars, representing a six percent year-over-year decrease. 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.

  10. h

    steam-games-dataset

    • huggingface.co
    Updated May 17, 2025
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    Martin Bustos (2025). steam-games-dataset [Dataset]. http://doi.org/10.57967/hf/0511
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    Dataset updated
    May 17, 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 110,000 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.

  11. i

    Which Country Imports the Most Video Games in the World? - News and...

    • indexbox.io
    doc, docx, pdf, xls +1
    Updated Jun 1, 2025
    + more versions
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    IndexBox Inc. (2025). Which Country Imports the Most Video Games in the World? - News and Statistics - IndexBox [Dataset]. https://www.indexbox.io/blog/which-country-imports-the-most-video-games-in-the-world/
    Explore at:
    pdf, xls, docx, xlsx, docAvailable download formats
    Dataset updated
    Jun 1, 2025
    Dataset authored and provided by
    IndexBox Inc.
    License

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

    Time period covered
    Jan 1, 2012 - Jun 1, 2025
    Area covered
    World, World
    Variables measured
    Market Size, Market Share, Tariff Rates, Average Price, Export Volume, Import Volume, Demand Elasticity, Market Growth Rate, Market Segmentation, Volume of Production, and 4 more
    Description

    In 2016, the global video game imports amounted to 565K tons, ascending by 4% against the previous year figure. In general, video game imports continue to indicate a pronounced setback. The most pro...

  12. Video Games in the US

    • ibisworld.com
    Updated May 15, 2025
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    IBISWorld (2025). Video Games in the US [Dataset]. https://www.ibisworld.com/industry-statistics/number-of-businesses/video-games-united-states/
    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
    2005 - 2031
    Area covered
    United States
    Description

    Number of Businesses statistics on the Video Games industry in United States

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

    • statista.com
    • ai-chatbox.pro
    Updated Jun 12, 2025
    + more versions
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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
    Jun 12, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 2024 - Mar 2025
    Area covered
    United States
    Description

    We asked U.S. consumers about "Video game purchases by store brand" and found that "Amazon" takes the top spot, while "Humble Bundle" is at the other end of the ranking.These results are based on a representative online survey conducted in 2025 among 5,990 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.

  14. Video Games Market Size, Share, Industry Forecast by 2032

    • emergenresearch.com
    pdf,excel,csv,ppt
    Updated Jun 26, 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 26, 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,...

  15. Entertainment Video Games Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Jan 7, 2025
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    Dataintelo (2025). Entertainment Video Games Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/global-entertainment-video-games-market
    Explore at:
    pdf, pptx, csvAvailable download formats
    Dataset updated
    Jan 7, 2025
    Dataset authored and provided by
    Dataintelo
    License

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

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Entertainment Video Games Market Outlook



    The global entertainment video games market size is projected to grow from $165 billion in 2023 to approximately $350 billion by 2032, advancing at a compound annual growth rate (CAGR) of 8.7% during the forecast period. One of the primary factors driving this growth is the increasing penetration of smartphones and high-speed internet, which has expanded access to video games across diverse demographics and regions.



    The growth of the entertainment video games market can be attributed to several significant factors. Firstly, technological advancements such as augmented reality (AR), virtual reality (VR), and artificial intelligence (AI) have revolutionized the gaming experience, making it more immersive and interactive. These technologies are not only enhancing the visual and auditory appeal of video games but also adding new dimensions to gameplay, allowing for more complex and engaging storylines. As a result, the demand for advanced gaming solutions is on the rise, driving market growth.



    Secondly, the rising popularity of e-sports and competitive gaming has had a profound impact on the video game industry. Tournaments and leagues, often with substantial prize pools and global viewership, have garnered significant attention from both players and spectators. This has led to increased investment from sponsors and advertisers, further fueling the industry's expansion. The professionalization of gaming, alongside the creation of gaming content on platforms like Twitch and YouTube, has created new revenue streams and has significantly contributed to market growth.



    Another key growth factor is the demographic shift in the gaming population. While video games were once predominantly the domain of younger audiences, they have now garnered a broader audience that includes adults and even senior citizens. This widening demographic has been facilitated by the development of games that cater to various interests and age groups, from casual puzzle games to complex strategy games. Furthermore, the social aspect of gaming, where individuals can connect and play with friends or strangers online, has made gaming an integral part of modern social interaction.



    The role of Video Game Software in this burgeoning market cannot be overstated. As the backbone of the gaming experience, software development is where creativity meets technology. Developers are constantly pushing the boundaries to create more sophisticated and engaging games that captivate audiences worldwide. The evolution of video game software has led to the creation of expansive open worlds, realistic physics, and intricate storylines that rival those of blockbuster movies. This continuous innovation not only enhances the player experience but also drives demand for new and updated titles, contributing significantly to the market's growth.



    From a regional perspective, the Asia Pacific region is expected to dominate the entertainment video games market during the forecast period. Countries like China, Japan, and South Korea are significant contributors to this growth, supported by a robust gaming culture and substantial investments in gaming infrastructure. North America and Europe are also major markets, driven by high disposable incomes, advanced technological adoption, and the presence of several leading game developers and publishers. Latin America and the Middle East & Africa, though smaller in market size, are experiencing rapid growth due to increasing internet penetration and growing interest in gaming.



    Game Type Analysis



    In the entertainment video games market, the game type segment is diverse and caters to various tastes and preferences. Action games continue to be one of the most popular categories, characterized by fast-paced gameplay and a focus on physical challenges such as hand-eye coordination and reaction-time. These games often feature immersive graphics and engaging storylines, which keep players hooked for long periods. Titles like "Call of Duty" and "Fortnite" have not only dominated sales charts but have also become cultural phenomena, contributing significantly to the market's revenue.



    Adventure games, on the other hand, offer a different kind of thrill. These games focus more on exploration and narrative, allowing players to immerse themselves in intricate storylines and solve complex puzzles. Games like "The Legend of Zelda" and "Unchart

  16. d

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

    • catalog.data.gov
    • datasets.ai
    • +1more
    Updated Jun 5, 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
    Jun 5, 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).

  17. a

    Video Games Market Size, Share | Growth Report [2033]

    • astuteanalytica.com
    Updated Feb 4, 2025
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    Astute Analytica (2025). Video Games Market Size, Share | Growth Report [2033] [Dataset]. https://www.astuteanalytica.com/industry-report/video-games-market
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    Dataset updated
    Feb 4, 2025
    Dataset authored and provided by
    Astute Analytica
    License

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

    Area covered
    Worldwide
    Description

    Video Games Market is projected to reach USD 656.21 billion by 2033, growing at a CAGR of 10.25% during the forecast period 2024-2033.

  18. t

    Video Game Software Global Market Report 2025

    • thebusinessresearchcompany.com
    pdf,excel,csv,ppt
    Updated Jan 9, 2025
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    The Business Research Company (2025). Video Game Software Global Market Report 2025 [Dataset]. https://www.thebusinessresearchcompany.com/report/video-game-software-global-market-report
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    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Jan 9, 2025
    Dataset authored and provided by
    The Business Research Company
    License

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

    Description

    Global Video Game Software market size is expected to reach $497.57 billion by 2029 at 13.1%, segmented as by type, pc games, browser games, smart phone/tablet games, console games

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

    • statista.com
    Updated Jun 16, 2025
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    Statista (2025). U.S. video gamers who made social connections via gaming 2025 [Dataset]. https://www.statista.com/statistics/1340350/us-video-gaming-community-social-connections/
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    Dataset updated
    Jun 16, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Feb 11, 2025 - Feb 25, 2025
    Area covered
    United States
    Description

    Video gaming is a popular way for gamers to connect with friends and family, and many gamers have formed relationships through video games. During a February 2025 survey, 78 percent of responding gamers in the United States agreed that playing games can introduce people to new friends.

  20. U.S. video gaming audiences 2023, by generation

    • statista.com
    • ai-chatbox.pro
    Updated Oct 29, 2024
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    Statista (2024). U.S. video gaming audiences 2023, by generation [Dataset]. https://www.statista.com/statistics/189582/age-of-us-video-game-players/
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    Dataset updated
    Oct 29, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Oct 23, 2023 - Oct 31, 2023
    Area covered
    United States
    Description

    Video gaming is no longer a hobby exclusively enjoyed by the young. As generations have grown up with video games a normal part of life, the age of the average gamer also increases. During a 2023 survey, 25 percent of video game players still come from the 27 to 42 years age demographic, and 19 percent are 59 years and older. Time spent gaming In 2023, Americans aged between 15 to 19 years spent 98.4 minutes on gaming or leisurely computer use during an average day. The age demographic which devoted the least amount of time to gaming was the 55 to 64 years category. Members of this age demographic spent an average of just 17.4 minutes playing on the computer during an average day.

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Fasiha Ikram (2024). Video Games dataset for multimedia features [Dataset]. http://doi.org/10.6084/m9.figshare.27569481.v1

Video Games dataset for multimedia features

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jsonAvailable download formats
Dataset updated
Nov 3, 2024
Dataset provided by
figshare
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

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