100+ datasets found
  1. 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.

  2. 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/
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    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

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

    • statista.com
    Updated May 26, 2024
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    Statista (2024). 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/
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    Dataset updated
    May 26, 2024
    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.

  4. 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).

  5. Average launch price of video games in the United States 1977-2022, by...

    • statista.com
    • ai-chatbox.pro
    Updated Jun 1, 2023
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    Statista (2023). Average launch price of video games in the United States 1977-2022, by platform [Dataset]. https://www.statista.com/statistics/1388073/average-price-of-video-games-by-platform/
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    Dataset updated
    Jun 1, 2023
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    In 2022, the average price for a video game sold in the United States at the year of release was 69.99 U.S. dollars, the first time this level of pricing had been reached. Games for the latest console platforms, PlayStation 5 and Xbox X/S, are more expensive than their predecessors. This has many reasons, such as increased production costs as well as other economic factors, such as inflation.

  6. 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.

  7. 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

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

    • indexbox.io
    doc, docx, pdf, xls +1
    Updated May 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/
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    pdf, xls, docx, xlsx, docAvailable download formats
    Dataset updated
    May 1, 2025
    Dataset provided by
    IndexBox
    Authors
    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 - May 1, 2025
    Area covered
    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...

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

    • statista.com
    Updated Jun 16, 2025
    + more versions
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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.

  10. N

    Video Gaming Market Size and Share | Statistics - 2030

    • nextmsc.com
    csv, pdf
    Updated Dec 2024
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    Next Move Strategy Consulting (2024). Video Gaming Market Size and Share | Statistics - 2030 [Dataset]. https://www.nextmsc.com/report/video-gaming-market
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    pdf, csvAvailable download formats
    Dataset updated
    Dec 2024
    Dataset authored and provided by
    Next Move Strategy Consulting
    License

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

    Time period covered
    2023 - 2030
    Area covered
    Global
    Description

    In 2023, the Video Gaming Market reached a value of USD 229.70 billion, and it is projected to surge to USD 460.33 billion by 2030.

  11. m

    Data from: The impact of time devoted to video games on student achievement...

    • data.mendeley.com
    Updated May 16, 2022
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    Slobodan Adžić (2022). The impact of time devoted to video games on student achievement dataset [Dataset]. http://doi.org/10.17632/dcp9zb7scx.1
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    Dataset updated
    May 16, 2022
    Authors
    Slobodan Adžić
    License

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

    Description

    Dataset for the article "The impact of time devoted to video games on student achievement" consists of an SPSS database, questionnaire, Google Forms survey, and a Scimago Grafica graph.

  12. Video Game Sales 2024

    • kaggle.com
    Updated Feb 17, 2025
    + more versions
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    Hosam Mhmd Ali (2025). Video Game Sales 2024 [Dataset]. https://www.kaggle.com/datasets/hosammhmdali/video-game-sales-2024/code
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Feb 17, 2025
    Dataset provided by
    Kagglehttp://kaggle.com/
    Authors
    Hosam Mhmd Ali
    License

    Open Data Commons Attribution License (ODC-By) v1.0https://www.opendatacommons.org/licenses/by/1.0/
    License information was derived automatically

    Description

    Field Description img : URL slug for the box art at vgchartz.com title : Game title console : Console the game was released for genre : Genre of the game publisher : Publisher of the game developer: Developer of the game critic_score: Metacritic score (out of 10) total_sales : Global sales of copies in millions na_sales : North American sales of copies in millions jp_sales : Japanese sales of copies in millions pal_sales : European & African sales of copies in millions other_sales : Rest of world sales of copies in millions release_date : Date the game was released on last_update : Date the data was last updated

  13. 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/employment/video-games-united-states/
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    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

    Employment statistics on the Video Games industry in United States

  14. H

    Raw Data for: Violent video game, moral development and aggression

    • dataverse.harvard.edu
    • search.dataone.org
    Updated Aug 2, 2018
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    Zhaojun Teng (2018). Raw Data for: Violent video game, moral development and aggression [Dataset]. http://doi.org/10.7910/DVN/QAE63X
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    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Aug 2, 2018
    Dataset provided by
    Harvard Dataverse
    Authors
    Zhaojun Teng
    License

    CC0 1.0 Universal Public Domain Dedicationhttps://creativecommons.org/publicdomain/zero/1.0/
    License information was derived automatically

    Description

    Developmental psychology_raw data and code also see https://osf.io/2h6bu/

  15. Positive aspects of playing video games in the U.S. 2021

    • statista.com
    Updated Apr 28, 2025
    + more versions
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    Statista (2025). Positive aspects of playing video games in the U.S. 2021 [Dataset]. https://www.statista.com/statistics/1133150/positive-experiences-video-gaming/
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    Dataset updated
    Apr 28, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jun 7, 2021 - Jun 25, 2021
    Area covered
    United States
    Description

    Video gaming is no longer just a hobby of teenagers - thanks to developments in gaming technology and the accessibility of many games, the activity has become very popular among both genders and young and old alike. During a June 2021 survey in the United States, 89 percent of respondents stated that they had made friends through playing video games.

  16. Video Games in the US

    • ibisworld.com
    Updated May 17, 2025
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    IBISWorld (2025). Video Games in the US [Dataset]. https://www.ibisworld.com/united-states/market-size/video-games/2003/
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    Dataset updated
    May 17, 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

    Market Size statistics on the Video Games industry in United States

  17. Steam Games Dataset

    • kaggle.com
    Updated Mar 8, 2025
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    Mister Cerberus (2025). Steam Games Dataset [Dataset]. https://www.kaggle.com/datasets/mistercerberus/steam-games-dataset/suggestions
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Mar 8, 2025
    Dataset provided by
    Kagglehttp://kaggle.com/
    Authors
    Mister Cerberus
    License

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

    Description

    There are Three CSV files in Total (you will need to do a little bit of preprocessing before use)

    1. base_games.csv
      As the name suggests this file contains the data for base games and the data includes - Steam_appid : appid of games - name : name of the game - windows : telling if the game can run on windows - mac : telling if the game can run on mac - linux : telling if the game can run on linux - metacritic : metacritic Ratings - steam_achievements : tells if the games have achievements - steam_trading_cards : tells if the game drops trading cards - workshop_support : tells if the game supports workshop - genres : list of genres

    2. dlcs.csv
      As the name suggests this file contains the data for Dlcs of Games and the data includes - dlc_appid : appid of dlcs - base_appid : appid of the base game - name : name of the dlc

    3. demos.csv
      As the name suggests this file contains the data for Dlcs of Games and the data includes - demo_appid : appid of demo - full_game_appid : appid of the base game - name : name of the demo

  18. Top-rated video games of the year 2025

    • statista.com
    Updated Apr 25, 2025
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    Statista (2025). Top-rated video games of the year 2025 [Dataset]. https://www.statista.com/statistics/1545943/yearly-best-rated-video-games/
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    Dataset updated
    Apr 25, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2025 - Apr 2025
    Area covered
    Worldwide
    Description

    Released in April 2025, Clair Obscur: Expedition 33 was the highest rated video game of the year based on aggregate critic score. The role-playing video game was developed by Sandfall Interactive and published by Kepler Interactive and generated a Metascore of 92. In second place, also with a Metascore of 94, was puzzle adventure Blue Prince.

  19. League of Legends Worlds 2021 Play-In Group Stats

    • kaggle.com
    Updated Oct 12, 2021
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    Brayden Rogowski (2021). League of Legends Worlds 2021 Play-In Group Stats [Dataset]. https://www.kaggle.com/braydenrogowski/league-of-legends-worlds-2021-playin-group-stats/code
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Oct 12, 2021
    Dataset provided by
    Kagglehttp://kaggle.com/
    Authors
    Brayden Rogowski
    License

    https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/

    Description

    As a massive League of Legends fan for 10+ years, I realized that there weren't any datasets that helped us stay updated with Worlds 2021, thus this dataset was born!

    All data was acquired from lolesports.com which shows all in-depth statistics available for each match that others can use to find correlations between in-game statistics and wins.

    I would love to see this data used to answer how vision (ward interactions) and gold distribution (how a team's gold is divided among it's positions) correlate with win percentage.

  20. Number of video game users in Asia 2019-2027, by segment

    • statista.com
    Updated Feb 28, 2025
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    Statista (2025). Number of video game users in Asia 2019-2027, by segment [Dataset]. https://www.statista.com/forecasts/1243637/number-user-video-games-segment-asia
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    Dataset updated
    Feb 28, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Asia
    Description

    Over the last two observations, the number of users is forecast to significantly increase in all segments. Particularly striking is the exceptionally strong increase of the segment Video Games towards the end of the forecast period. The value amounting to 27.8 million users stands out significantly from the average changes, which are estimated at 12.5 million users. Find other insights concerning similar markets and segments, such as a comparison of number of users in Russia and a comparison of revenue in the United Kingdom. The Statista Market Insights cover a broad range of additional markets.

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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/
Organization logo

U.S. video gaming audiences 2023, by generation

Explore at:
126 scholarly articles cite this dataset (View in Google Scholar)
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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