100+ datasets found
  1. Global gaming penetration Q2 2025, by country

    • statista.com
    Updated Oct 15, 2025
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    Statista (2025). Global gaming penetration Q2 2025, by country [Dataset]. https://www.statista.com/statistics/195768/global-gaming-reach-by-country/
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    Dataset updated
    Oct 15, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    According to a survey of global internet audiences in the second quarter of 2025, 82.1 percent of internet users played video games on any device. The Philippines had the highest video gaming usage reach, ranking first with a gaming penetration of 96 percent. Indonesia ranked second, with 95.1 percent of responding internet users stating that they played video games. Czechia and Japan ranked last, with 70.8 and 65.6 percent of internet users, respectively, reporting their participation in video gaming. The impact of mobile gaming The global gaming penetration among online users was over 83 percent, highlighting how much of a mainstream hobby gaming has become. Additionally, as shown by the many mobile-first digital markets with strong gaming reach, the impact of readily available mobile gaming devices cannot be overstated. A survey from the third quarter of 2024 found that smartphones were the most popular way to play video games worldwide, with more than 67 percent of respondents stating to play video games in such a way. This usage rate was miles ahead of second-ranked laptop or desktop PCs, which only 34 percent of global gamers stated to use. Who are the global gaming audiences? A survey conducted in the third quarter of 2023 found that 89.6 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 92.6 percent of male respondents in the same age group stated that they played video games. Gaming is a more popular activity among younger age groups, but even seven in ten respondents between 55 and 64 years old stated that they were gamers. Gaming genre preferences vary by age group, but overall, shooters and action-adventure games rank first in terms of popularity among users. Other popular gaming genres were simulation and sports games.

  2. Weekly hours spent playing video games worldwide 2021, by country

    • statista.com
    Updated Sep 9, 2017
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    Statista (2017). Weekly hours spent playing video games worldwide 2021, by country [Dataset]. https://www.statista.com/statistics/273829/average-game-hours-per-day-of-video-gamers-in-selected-countries/
    Explore at:
    Dataset updated
    Sep 9, 2017
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 5, 2021 - Jan 12, 2021
    Area covered
    Worldwide
    Description

    A January 2021 survey found that gamers in ***** spent the most time playing games per week, averaging about ***** weekly hours of gaming time. Vietnamese gamers were ranked second with about ***** hours of gaming time per week. The global average was **** weekly hours of gaming.

  3. Weekly time spent playing video games worldwide 2025, by country

    • statista.com
    Updated Nov 27, 2025
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    Statista (2025). Weekly time spent playing video games worldwide 2025, by country [Dataset]. https://www.statista.com/statistics/1263080/daily-time-console-games-country/
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    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    As of the second quarter of 2025, the Philippines had the most engaged gaming audience worldwide, with internet users spending an average of 11 hours and 14 minutes per week playing video games on mobile devices, consoles, or computers. In contrast, Morocco recorded the lowest engagement, with an average of 2 hours and 36 minutes of gameplay per week.

  4. Weekly hours spent on gaming APAC 2022, by country

    • statista.com
    Updated Jul 10, 2025
    + more versions
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    Statista (2025). Weekly hours spent on gaming APAC 2022, by country [Dataset]. https://www.statista.com/statistics/1404046/apac-weekly-time-spent-gaming-by-country/
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    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jul 18, 2022 - Aug 4, 2022
    Area covered
    Asia, APAC
    Description

    According to a survey from July 2022, gamers in China spent on average ****** hours per week gaming. In contrast, respondents from India spent on average around *** hours per week playing video games.

  5. Global Video Game Sales and Reviews

    • kaggle.com
    zip
    Updated Dec 20, 2023
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    The Devastator (2023). Global Video Game Sales and Reviews [Dataset]. https://www.kaggle.com/datasets/thedevastator/global-video-game-sales-and-reviews
    Explore at:
    zip(57229 bytes)Available download formats
    Dataset updated
    Dec 20, 2023
    Authors
    The Devastator
    Description

    Global Video Game Sales and Reviews

    Global Video Game Performance: Sales, Reviews, and Rankings

    By Andy Bramwell [source]

    About this dataset

    The elements covered in this well-curated dataset include: The ranking of the game based on global sales under the column 'Rank'. This metric provides perspective on how popular or successful a particular game has been across countries in comparison to others during its time. Noting that video games' popularity could vary greatly from one geography to another due to factors like cultural nuances, gamer preferences, etc., regional sales have been marked separately for North America (North America), Europe (Europe), Japan (Japan) as well as for other parts of the World excluding these three regions under the column 'Rest of World'.

    For easy identification among massive chunks of data, we've included each game's title (Game Title) along with additional categorization based on their genre (Genre). From action-packed adventures to strategic board-like scenarios or enchanted magic realms - classifications cover it all! In addition, detailed information about publishers can be found under 'Publisher', which grants insights about leading companies dominating market shares.

    Further details expand into mentioning platforms such as PS4, Xbox, PC where these games can be played under 'Platform'. A unique attribute covered in this database is ‘Review’. Given that critique ratings play an influential role in engaging new players into trying out a particular video game or boosting existing user morale regarding their choice; this numeric representation ranging typically from 1-10 vividly captures public opinion about them.

    Lastly, just for keeping tabs on ever-evolving gaming technology standards where newer versions often outshine predecessors irrespective of actual gameplay quality itself; having release years mentioned ('Year') proves beneficial for categorizing them chronologically. This helps correlate whether higher sales figures can sometimes merely be indicative of more people having access to necessary high-end gaming hardware during later periods.

    In essence, this dataset titled ‘Video Games Sales.csv’ holds immense potential for informative deep-dives into the Video Game industry's trends and paradigms, forming a solid foundation for market research, academic purposes or personal projects

    How to use the dataset

    This dataset provides extensive information about various video game titles, their sales performance across multiple regions, publisher details and game reviews. Follow the steps outlined below to make the most out of this remarkable dataset!

    1. Game Research & Evaluation:

    With columns such as 'Game Title', 'Genre' and 'Review', you can research on particular games or genres that interest you. You can evaluate a game based on its review scores, delving into what makes a top-rated game.

    2. Publisher Analysis:

    The 'Publisher' column lets you track which publishers are behind the most successful games in terms of sales and reviews. This analysis could be useful for people interested in business trends in gaming industry or trying to identify potential innovative publishers.

    3. Regional Market Trend Identification:

    You can use data from columns like ‘North America’, ‘Europe’, ‘Japan’ and ‘Rest of World’ to study regional market trends for certain genres or platforms; it might enable one to recognize patterns over time or cultural preferences with regard to video games.

    4. Global Sales Analysis:

    Using the 'Global' column, you could observe which games have been globally successful, going beyond regional preferences by genre or platform.

    5. Platform Insight:

    The platform on which a particular game is available is another significant factor (e.g., PC, PS4, Xbox). By utilizing the data contained in this dataset regarding platforms, one may learn how platform choice impacts global sales as well as discern any correlation between preferred platform types among specific regions.

    Remember that every statistical analysis begins with knowing your data - dive deep into each variable; explore patterns within variables before looking at correlations between different fields.

    Don't forget - when engaged with comprehensive datasets like these - creativity is your only limit! Happy analyzing!

    Research Ideas

    • Trend Analysis: This dataset can be used to analyze the trends in video game preferences over the years based on genre, publisher, platform and region. It can provide interesting insights into how consumer tastes have evolved with time and which game genres are becoming more popular.
    • Sales Forecasting: U...
  6. Europe top selling video games 2024, by country

    • statista.com
    Updated Nov 27, 2025
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    Statista (2025). Europe top selling video games 2024, by country [Dataset]. https://www.statista.com/statistics/1318204/top-ranked-video-games-sales-europe-platform/
    Explore at:
    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2024
    Area covered
    Europe
    Description

    In 2024, football simulation game EA Sports FC 25 was one of the top-selling video game in every European country. Its predecessor, EA Sports FC 24, was ranked second based on physical unit sales for PC and console. Can the success of the FIFA series last? First released in 1993, the FIFA football video game series ranks among the best-selling video gaming franchises worldwide and regularly tops the year-end charts across Europe. However, change is on the horizon – in May 2022, it was announced that the game’s publisher Electronic Arts (EA), and the sport’s governing body FIFA's partnership was set to end after failing to reach an agreement over licensing fees for the use of the FIFA name. The FIFA 23 release at the end of September 2022 was be the last under the current agreement, and EA’s future football simulation games will be published under the new series title of EA Sports FC. The football association body FIFA is planning to find a new publisher for FIFA-branded games.EA's change in branding has paid off, and the latest iteration of the series, EA Sports FC 25, was a best-seller in virtually every European country. The enduring popularity of Call of Duty Call of Duty is another familiar name in the video game sales charts. A popular first-person shooter franchise with annual releases each autumn, Call of Duty and EA Sports FC usually battle it out for gamers' hearts, attention, and wallets. In the United States, Call of Duty is more successful than in Europe, as the series has claimed the top spot in almost every year in the last decade. In contrast, EA Sports FC often ranks behind NBA 2K and Madden NFL games, showing that regional market preferences still play a role in which games end up on top.

  7. Share of internet users playing video games APAC 2024, by country

    • abripper.com
    • statista.com
    Updated Jul 1, 2025
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    Statista Research Department (2025). Share of internet users playing video games APAC 2024, by country [Dataset]. https://abripper.com/lander/abripper.com/index.php?_=%2Ftopics%2F9093%2Finternet-usage-in-southeast-asia%2F%2341%2FknbtSbwPrE1UM4SH%2BbuJY5IzmCy9B
    Explore at:
    Dataset updated
    Jul 1, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Description

    As of the third quarter of 2024, about 97 percent of internet users in the Philippines played video games on a device. In contrast, the share of internet users who played video games on any device in Japan stood at around 64 percent.

  8. c

    Online Gaming Market is estimated to be valued at USD 138.14 Billion in 2022...

    • cognitivemarketresearch.com
    pdf,excel,csv,ppt
    Updated Apr 10, 2024
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    Cognitive Market Research (2024). Online Gaming Market is estimated to be valued at USD 138.14 Billion in 2022 [Dataset]. https://www.cognitivemarketresearch.com/online-gaming-market-report
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Apr 10, 2024
    Dataset authored and provided by
    Cognitive Market Research
    License

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

    Time period covered
    2021 - 2033
    Area covered
    Global
    Description

    The Online Gaming Market is estimated to be valued at USD 138.14 Billion in 2022 and is expected to reach USD 402.52 Billion by 2030, registering a CAGR of 14% in the forecast period. Factors Affecting Online Gaming Market Growth

    The leaning of Youth toward online gaming is fuelling the Global Online Gaming Market.
    

    Globally, youth increasingly play video games in their free time, which is contributing to expanding the market growth. For instance, according to the World Economic Forum mobile users form an immense 85% of the business, PC users are 11% and followed by tablets 4% which is spiking the growth of the global online gaming market.

    Additionally, the rising tendency of mobile users towards online gaming is increasing market growth. With the penetration of 4G connection in phones social media games are getting more demand on phones all over the world. Thus, online games are fascinating the players from various regions over the globe. For instance, according to the World Economic Forum Asian countries make up 40% of the world’s top 10 video gaming markets.

    Increasing e-sports participants is boosting the global online gaming market growth.
    

    The increasing adoption of e-sports by gamers is spiking the market growth in the forecast period. E-sports have massive demand in the market and are increasing in expansion in India and over the world. Popular multiplayer online games such as Halo, Call of Duty, and Counter-Strike are used in e-sport tournaments, and the winners get cash or hardware. Many firms are developing graphics and plots for their games in order to appeal to players and be compatible with a wide range of devices. Businesses are developing consoles to improve the gaming experience for their customers. Because of the cloud gaming service that online gaming companies have launched, gamers can now find games from a variety of publishers, including Arcade and Stadia, which is attracting gamers to online gaming more. In addition, the low-cost 4G connectivity and data plans and the development of 5G infrastructure will boost the global online gaming market in the forecast period. With existing headgear and smartphones becoming capable of matching the quality of consoles and PCs, augmented reality virtual reality gaming is projected to hold the highest share of the market in the forecast period.

    Rising adoption of mobile devices
    

    The driving factor of the Online Gaming market:

    Youth getting addicted to gaming is hindering the Global Online Gaming Market.
    

    The gamers getting addicted to gaming intensely to hinder the growth of the market. The increasing number of gamers who are extremely playing games, especially children and youth often get addicted, which is hampering their studies, they stop socializing and often plays online game rather than outdoor games which gives rise to social anxiety. Therefore, such conditions resist parents to purchase the games. Additionally, the addiction to video games may even cause mental health problems which are resisting people to purchase the games, which is hampering the global online gaming market growth.

    Impact of COVID–19 on the Online Gaming Market

    The COVID-19 outbreak has positively affected the online gaming market. The increasing demand for casual gaming and social may contribute to the millions of people who turned on gaming due to the boredom and isolation in the lockdown, therefore, this boosts the online gaming market exponentially. During the lockdown number of gamers, experienced and initially, binge on games. Some games were having the advantage of precise time launch. Introduction of Online Gaming

    Online gaming is an electronic game played using a computer network. The online gaming platform has earned billions of dollars with players all over the world buying, selling, fighting, and crafting in various online environments. Online gaming is played on a wide range of gadgets consisting of laptops, mobile phones, and PCs, and the recent development in cloud technology had positively affected and transformed cloud gaming. Users with small mobile phone storage devices gains from the server that maintains the games that include the task game logic processing, video encoding & streaming, and game rendering when the games are played on the cloud. The adoption of online games by youth is increasing, and mobile users’ inclination toward online gaming is boosting the m...

  9. The Most Popular Video Games in the World

    • kaggle.com
    zip
    Updated Sep 18, 2020
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    Ezgi Turalı (2020). The Most Popular Video Games in the World [Dataset]. https://www.kaggle.com/ezgitural/the-most-popular-video-games-in-the-world
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    zip(22580 bytes)Available download formats
    Dataset updated
    Sep 18, 2020
    Authors
    Ezgi Turalı
    Description

    Dataset

    This dataset was created by Ezgi Turalı

    Contents

  10. Users in the video games segment in the EU 2017-2030, by country

    • statista.com
    • abripper.com
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    Statista, Users in the video games segment in the EU 2017-2030, by country [Dataset]. https://www.statista.com/forecasts/448421/gamers-in-european-countries
    Explore at:
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United Kingdom
    Description

    In 2024, Germany ranked first by number of users in the 'Games' segment of the media market among the 27 countries presented in the ranking. Germany's number of users amounted to ************* users, while France and Italy, the second and third countries, had records amounting to ************* users and ************* users, respectively.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Games.

  11. VGChartz (Games Dataset)

    • kaggle.com
    zip
    Updated Jan 23, 2024
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    Simon Garanin (2024). VGChartz (Games Dataset) [Dataset]. https://www.kaggle.com/datasets/gsimonx37/vgchartz/data
    Explore at:
    zip(1351159 bytes)Available download formats
    Dataset updated
    Jan 23, 2024
    Authors
    Simon Garanin
    License

    https://www.gnu.org/licenses/gpl-3.0.htmlhttps://www.gnu.org/licenses/gpl-3.0.html

    Description

    https://www.googleapis.com/download/storage/v1/b/kaggle-user-content/o/inbox%2F15126770%2Fb5be9743b224eed4a579ad0566c6cfa6%2Fheader.jpg?generation=1706017258113980&alt=media" alt="">

    Data obtained using a program from the site vgchartz.com.

    https://www.googleapis.com/download/storage/v1/b/kaggle-user-content/o/inbox%2F15126770%2Fe7672b2b6da2ed0212f6023bc969097c%2Fdata_1.jpg?generation=1706017300688615&alt=media" alt="">

    "Founded in 2005 by Brett Walton, VGChartz (Video Game Charts) is a business intelligence and research firm and publisher of the VGChartz.com websites. As an industry research firm, VGChartz publishes video game hardware estimates every week and hosts an ever-expanding game database with over 55,000 titles listed, featuring up-to-date shipment information and legacy sales data. The VGChartz.com website provides consumers with a range of content from news and sales features, to reviews and articles, to social networking and a community forum." - from the site vgchartz.com.

    https://www.googleapis.com/download/storage/v1/b/kaggle-user-content/o/inbox%2F15126770%2Fa099c58fc8cb25b8e26989f05fe58488%2Fdata_2.jpg?generation=1706017370390411&alt=media" alt="">

    "Since the end of 2018 VGChartz no longer produces estimates for software sales. This is because the high digital market share for software was making it both more difficult to produce reliable retail estimates and also making those estimates increasingly unrepresentative of the wider performance of the games in question. As a result, on the software front we now only record official shipment/sales data, where such data is made available by developers and publishers. The legacy data remains on the site for those who are interested in browsing through it." - from the site vgchartz.com.

    What can you do with the data set?

    If you are new to data analytics, try answering the following questions: - in what year did the active growth in the number of video games produced begin? What year was the most successful from this point of view? What can you conclude if you look at the number of video games released by country? - on what day and month were the largest number of video games released? What could be the reason for this pattern? - is there a dependence of the number of copies sold on the ratings of critics or users? - which gaming platforms, publishers and developers are the most common (the largest number of video games have been released over time)? - which gaming platforms, publishers and developers have the largest number of video game copies sold (over all time, the total number of copies sold was the largest)?

    If you have enough experience, try solving a regression problem. Train a model that can predict the number of copies sold of video games: - what signs can be used to prevent leakage of the target variable? - how do outliers affect the quality of the model? - which metric should be chosen to evaluate the model? - can adding new data improve the predictive ability of the model? - does the trained model have signs of heteroscedasticity of the residuals? How does this affect the predictive ability of the model? What can you do?

    Field descriptions:

    The data contains the following fields: 1. name – name of the video game. 2. date - release date of the video game. 3. platform - gaming platform (All – all gaming platforms, Series – all video game series). 4. publisher – publisher. 5. developers - developer. 6. shipped - the number of copies sent (relevant for records with the values All and Series in the platform field). 7. total - total number of copies sold (millions of copies). 8. america - number of copies sold in America (millions of copies). 9. europe - number of copies sold in Europe (millions of copies). 10. japan - number of copies sold in Japan (millions of copies). 11. other - other sales in the world. 12. vgc - rating VGChartz.com. 13. critic - critics' assessment. 14. user - user rating.

    Found an error or inaccuracy in the data?

    This dataset is the result of painstaking work. After collection and systematization, the data is checked for integrity and correctness. If you notice an error or inaccuracy in the data, or have a suggestion on how to improve the data set, please let me know.

    You can look at working with data in my github repository.

  12. Top 10 Game Companies and their countries

    • kaggle.com
    zip
    Updated Apr 16, 2021
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    Han Hu (2021). Top 10 Game Companies and their countries [Dataset]. https://www.kaggle.com/aaaandrew/top-10-game-companies-and-their-countries
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    zip(338 bytes)Available download formats
    Dataset updated
    Apr 16, 2021
    Authors
    Han Hu
    Description

    Dataset

    This dataset was created by Han Hu

    Contents

  13. Nintendo Switch Dedicated Video Game Sales Units:

    • kaggle.com
    zip
    Updated Jan 6, 2023
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    The Devastator (2023). Nintendo Switch Dedicated Video Game Sales Units: [Dataset]. https://www.kaggle.com/datasets/thedevastator/nintendo-switch-dedicated-video-game-sales-units
    Explore at:
    zip(994 bytes)Available download formats
    Dataset updated
    Jan 6, 2023
    Authors
    The Devastator
    Description

    Nintendo Switch Dedicated Video Game Sales Units: 2017-2020

    Quantifying Unit Sales Performance

    By Charlie Hutcheson [source]

    About this dataset

    This dataset contains dedicated video game sales unit data for the Nintendo Switch platform from 2017 to 2020, as reported by official Nintendo Investor Relations. It provides an snapshot of consumers’ buying trends over the past four years and helps us gain insightful understanding into the introduction, expansion and success of this platform across global markets. The data can be used to analyze multiple aspects such as performance of specific titles/genres/franchises, changes in market expectations over time and more. This chart helps to visualize the dynamic changes in these sales units over that four-year timeframe. From this chart we can gain valuable understanding about how successful various releases have been on this gaming console, what titles drove its popularity levels and more useful insights that could help other developers in creating future products for similar platforms

    More Datasets

    For more datasets, click here.

    Featured Notebooks

    • 🚨 Your notebook can be here! 🚨!

    How to use the dataset

    This dataset contains historical sales unit data for the Nintendo Switch platform from 2017 to 2020. The original visualization provides a clear visual representation of the number of sales units over time. It is easy to discern which months have seen higher levels of sales, and which have seen lower ones.

    Using this dataset, users can perform various analyses on the results to gain further insights into consumer trends and buy behavior associated with the Nintendo Switch platform. Users can also glean information on pricing strategies taken by Nintendo as well as consumer preferences over time in order to inform future business decisions.

    In order to maximize use of this data set, users are encouraged to consider questions such as: What types of games do consumers prefer? How has their taste changed over time? What is the average amount spent per game by region or country? How often are certain consoles purchased or rented? And what role do discounts or promotions play in influencing purchasing decisions? By exploring these questions, users can begin understanding how different factors may be affecting overall demand for a product associated with the Nintendo Switch platform.

    By analyzing this dataset, users also get an insight into how other competitors within the industry are affecting sales performance and allowing them take steps necessary for either surpassing competitors or maintaining dominance through suitable tactics like improved marketing campaigns or better-priced products that appeal more strongly customers’ needs and wants . In addition, examining this data enables companies keenly understand customer demands at detailed levels including whether customers prefer switch game bundles with extra features like custom skins etc., titles released during special times such as a holiday season that incite strong demand among buyers and also relevant discounts/promotions offered during times when people want/needing much needed break from regular routine life.. Ultimately , gaining greater insight into customer objectives allows firms efficiently manage their costs while maximizing profits through effective decisions based on reliable datasets such as that contained in this one instead rarely updated manual counts/observations which dont just lack comprehensiveness but also accuracy in nature.

    Research Ideas

    • Producing a mobile application to present the sales units in an intuitive and interactive way;
    • Utilizing the data for machine learning algorithms to predict and analyze trends in Nintendo Switch dedicated video game sales units;
    • Creating infographics and visualizations that can be used for promotional materials or to educate customers about the success of Nintendo Switch dedicated game sales

    Acknowledgements

    If you use this dataset in your research, please credit the original authors. Data Source

    License

    License: Dataset copyright by authors - You are free to: - Share - copy and redistribute the material in any medium or format for any purpose, even commercially. - Adapt - remix, transform, and build upon the material for any purpose, even commercially. - You must: - Give appropriate credit - Provide a link to the license, and indicate if changes were made. - ShareAlike - You must distribute your contributions under the same license as the or...

  14. g

    Time spent watching VCR movies and playing computer games, per week, by...

    • gimi9.com
    + more versions
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    Time spent watching VCR movies and playing computer games, per week, by students in selected countries | gimi9.com [Dataset]. https://gimi9.com/dataset/ca_70e9832b-d249-4945-b916-5f1d0a69f60d/
    Explore at:
    Description

    This table contains 2124 series, with data for years 1990 - 1998 (not all combinations necessarily have data for all years), and was last released on 2007-01-29. This table contains data described by the following dimensions (Not all combinations are available): Geography (30 items: Austria; Belgium (Flemish speaking); Belgium; Belgium (French speaking) ...), Sex (2 items: Males; Females ...), Age group (3 items: 11 years;13 years;15 years ...), Activity (2 items: Watch VCR movies; Play computer games ...), Time spent (6 items: Not at all;1 to 3 hours; Less than 1 hour;4 to 6 hours ...).

  15. North America Gaming Market - Size & Growth

    • mordorintelligence.com
    pdf,excel,csv,ppt
    Updated Sep 16, 2025
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    Mordor Intelligence (2025). North America Gaming Market - Size & Growth [Dataset]. https://www.mordorintelligence.com/industry-reports/north-america-gaming-market
    Explore at:
    pdf,excel,csv,pptAvailable download formats
    Dataset updated
    Sep 16, 2025
    Dataset provided by
    Authors
    Mordor Intelligence
    License

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

    Time period covered
    2019 - 2030
    Area covered
    North America
    Description

    The North America Gaming Market Report is Segmented by Platform (Console Gaming, PC Gaming, Mobile Gaming, and Cloud Gaming and Streaming), Revenue Model (Premium, Free-To-Play, and More), Genre (Shooter, Sports, Role-Playing/Adventure, and More), Gamer Type (Casual Gamers, Competitive/Esports Gamers, Hardcore/Core Gamers, and Social Gamers), and Country. The Market Forecasts are Provided in Terms of Value (USD).

  16. Frequency of playing video games during work Asia 2021, by country

    • statista.com
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    Statista, Frequency of playing video games during work Asia 2021, by country [Dataset]. https://www.statista.com/statistics/1237301/asia-frequency-of-video-gaming-during-work-by-country/
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    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2021
    Area covered
    Asia
    Description

    According to a survey from 2021, nearly ** percent of respondents who were gamers in China played video games during work daily. In contrast, *** percent of respondents in South Korea played video games at work daily.

  17. w

    Global High Quality Game Market Research Report: By Game Genre (Action, Role...

    • wiseguyreports.com
    Updated Sep 15, 2025
    + more versions
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    (2025). Global High Quality Game Market Research Report: By Game Genre (Action, Role Playing, Strategy, Simulation, Adventure), By Platform (Personal Computer, Console, Mobile, Virtual Reality, Cloud Gaming), By Monetization Model (Premium, Free-to-Play, Subscription-Based, In-Game Purchases, Pay-Per-View), By Player Type (Casual Gamers, Hardcore Gamers, Professional Gamers) and By Regional (North America, Europe, South America, Asia Pacific, Middle East and Africa) - Forecast to 2035 [Dataset]. https://www.wiseguyreports.com/reports/high-quality-game-market
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    Dataset updated
    Sep 15, 2025
    License

    https://www.wiseguyreports.com/pages/privacy-policyhttps://www.wiseguyreports.com/pages/privacy-policy

    Time period covered
    Sep 25, 2025
    Area covered
    Global
    Description
    BASE YEAR2024
    HISTORICAL DATA2019 - 2023
    REGIONS COVEREDNorth America, Europe, APAC, South America, MEA
    REPORT COVERAGERevenue Forecast, Competitive Landscape, Growth Factors, and Trends
    MARKET SIZE 202447.7(USD Billion)
    MARKET SIZE 202551.0(USD Billion)
    MARKET SIZE 2035100.0(USD Billion)
    SEGMENTS COVEREDGame Genre, Platform, Monetization Model, Player Type, Regional
    COUNTRIES COVEREDUS, Canada, Germany, UK, France, Russia, Italy, Spain, Rest of Europe, China, India, Japan, South Korea, Malaysia, Thailand, Indonesia, Rest of APAC, Brazil, Mexico, Argentina, Rest of South America, GCC, South Africa, Rest of MEA
    KEY MARKET DYNAMICSincreasing consumer demand, technological advancements, competitive landscape, rising mobile gaming, focus on immersive experiences
    MARKET FORECAST UNITSUSD Billion
    KEY COMPANIES PROFILEDActivision Blizzard, Valve Corporation, Bandai Namco, Riot Games, Nintendo, Tencent, TakeTwo Interactive, Rockstar Games, Sega, Sony, Microsoft, Epic Games, Square Enix, Ubisoft, Electronic Arts
    MARKET FORECAST PERIOD2025 - 2035
    KEY MARKET OPPORTUNITIESEmerging VR and AR experiences, Mobile gaming expansion, Subscription-based gaming services, Cross-platform play enhancements, Development of eSports ecosystem
    COMPOUND ANNUAL GROWTH RATE (CAGR) 6.9% (2025 - 2035)
  18. r

    European Turnover of Computer Games Publishing by Country, 2023

    • reportlinker.com
    Updated Apr 9, 2024
    + more versions
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    ReportLinker (2024). European Turnover of Computer Games Publishing by Country, 2023 [Dataset]. https://www.reportlinker.com/dataset/394555bdd3b760998bb48895f5f407cc3068d650
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    Dataset updated
    Apr 9, 2024
    Dataset authored and provided by
    ReportLinker
    License

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

    Description

    European Turnover of Computer Games Publishing by Country, 2023 Discover more data with ReportLinker!

  19. Gamers who play video games to relieve stress and anxiety 2023, by country

    • statista.com
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    Statista, Gamers who play video games to relieve stress and anxiety 2023, by country [Dataset]. https://www.statista.com/statistics/1461771/video-games-against-stress-anxiety-loneliness-by-country/
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    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    2023
    Area covered
    Worldwide
    Description

    A 2023 survey of weekly gamers worldwide found that 87 percent of respondents in Brazil played video games to help them feel less stressed, the highest rate out of all observed markets. About 78 percent of respondents in the United States and the United Kingdom stated the same. In contrast, only 53 percent of gamers in South Korea claimed that video games helped them relieve feelings of stress.

  20. R

    Crash Reporting for Games Market Research Report 2033

    • researchintelo.com
    csv, pdf, pptx
    Updated Oct 2, 2025
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    Research Intelo (2025). Crash Reporting for Games Market Research Report 2033 [Dataset]. https://researchintelo.com/report/crash-reporting-for-games-market
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    pdf, pptx, csvAvailable download formats
    Dataset updated
    Oct 2, 2025
    Dataset authored and provided by
    Research Intelo
    License

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

    Time period covered
    2024 - 2033
    Area covered
    Global
    Description

    Crash Reporting for Games Market Outlook



    According to our latest research, the Global Crash Reporting for Games market size was valued at $1.2 billion in 2024 and is projected to reach $3.8 billion by 2033, expanding at a CAGR of 13.6% during 2024–2033. The rapid digital transformation of the gaming industry, coupled with increasing complexity in game development and heightened user expectations for seamless gameplay, stands out as a major factor propelling the growth of the Crash Reporting for Games market globally. As games become more sophisticated, the need for robust, real-time crash analytics and reporting solutions has grown exponentially, enabling developers and publishers to swiftly identify, diagnose, and resolve issues that impact player experience and retention. This surge in demand is further fueled by the proliferation of cross-platform gaming and the rise of live-service models, where continuous performance monitoring and quick bug resolution are critical to maintaining competitive advantage and user loyalty.



    Regional Outlook



    North America continues to dominate the Crash Reporting for Games market, accounting for the largest share at 38% of global revenues in 2024. This region’s leadership is attributed to its mature gaming ecosystem, high concentration of AAA game studios, and early adoption of advanced analytics and automation technologies. The presence of major tech giants and a robust infrastructure supporting cloud-based services have further cemented North America’s position as the primary hub for innovation in game development tools, including crash reporting solutions. Regulatory frameworks that encourage transparency and quality assurance in digital products also play a pivotal role, fostering an environment where investment in sophisticated crash analytics is both feasible and necessary. The region’s market maturity ensures that developers and publishers prioritize user experience, driving ongoing demand for comprehensive crash reporting platforms.



    Meanwhile, the Asia Pacific region is emerging as the fastest-growing market, projected to register a remarkable CAGR of 16.9% from 2024 to 2033. This growth is propelled by the meteoric rise of mobile and online gaming, particularly in countries such as China, Japan, South Korea, and India. Significant investments in cloud infrastructure, the proliferation of affordable smartphones, and a burgeoning population of tech-savvy gamers have accelerated the adoption of crash reporting solutions. Additionally, the region’s dynamic startup ecosystem and increasing presence of global game publishers have intensified the need for reliable, scalable, and real-time crash monitoring tools. Governments across Asia Pacific are also investing in digital transformation initiatives, further driving market penetration and the integration of advanced analytics into the game development lifecycle.



    In emerging economies across Latin America and Middle East & Africa, the adoption of crash reporting for games is gaining momentum, albeit at a more gradual pace. These regions face unique challenges such as inconsistent internet connectivity, limited access to advanced IT infrastructure, and varying levels of technical expertise among local developers. However, as mobile gaming continues to penetrate these markets and cloud-based solutions become more accessible, there is a growing recognition of the value that crash reporting tools bring in improving game stability and user satisfaction. Localized demand is also shaped by government-led digital initiatives and the expansion of global gaming companies seeking new growth opportunities. Nevertheless, policy uncertainties and infrastructural limitations remain key hurdles to widespread adoption in these regions.



    Report Scope





    Attributes Details
    Report Title Crash Reporting for Games Market Research Report 2033
    By Component Software, Services
    By Platform &

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Statista (2025). Global gaming penetration Q2 2025, by country [Dataset]. https://www.statista.com/statistics/195768/global-gaming-reach-by-country/
Organization logo

Global gaming penetration Q2 2025, by country

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21 scholarly articles cite this dataset (View in Google Scholar)
Dataset updated
Oct 15, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Area covered
Worldwide
Description

According to a survey of global internet audiences in the second quarter of 2025, 82.1 percent of internet users played video games on any device. The Philippines had the highest video gaming usage reach, ranking first with a gaming penetration of 96 percent. Indonesia ranked second, with 95.1 percent of responding internet users stating that they played video games. Czechia and Japan ranked last, with 70.8 and 65.6 percent of internet users, respectively, reporting their participation in video gaming. The impact of mobile gaming The global gaming penetration among online users was over 83 percent, highlighting how much of a mainstream hobby gaming has become. Additionally, as shown by the many mobile-first digital markets with strong gaming reach, the impact of readily available mobile gaming devices cannot be overstated. A survey from the third quarter of 2024 found that smartphones were the most popular way to play video games worldwide, with more than 67 percent of respondents stating to play video games in such a way. This usage rate was miles ahead of second-ranked laptop or desktop PCs, which only 34 percent of global gamers stated to use. Who are the global gaming audiences? A survey conducted in the third quarter of 2023 found that 89.6 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 92.6 percent of male respondents in the same age group stated that they played video games. Gaming is a more popular activity among younger age groups, but even seven in ten respondents between 55 and 64 years old stated that they were gamers. Gaming genre preferences vary by age group, but overall, shooters and action-adventure games rank first in terms of popularity among users. Other popular gaming genres were simulation and sports games.

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