Facebook
TwitterWhen asked about "Most used devices for video games", most Chinese respondents pick "Smartphone" as an answer. 72 percent did so in our online survey in 2025.
Facebook
Twitterhttps://scoop.market.us/privacy-policyhttps://scoop.market.us/privacy-policy
Video Games Statistics: Video games have transformed into a worldwide cultural sensation, captivating diverse audiences across generations.
The industry has seen the emergence of numerous titles boasting exceptional sales, solidifying their status as all-time best-selling video games.
Beyond revenue generation, these games have wielded enduring influence over pop culture and entertainment engagement.
The sales landscape has shifted from physical editions to digital dissemination. Platforms like consoles, PCs, and mobile devices are substantially impacting sales dynamics.
Facebook
TwitterWhen asked about "Most used devices for video games", most German respondents pick "Smartphone" as an answer. 59 percent did so in our online survey in 2025.
Facebook
Twitterhttp://opendatacommons.org/licenses/dbcl/1.0/http://opendatacommons.org/licenses/dbcl/1.0/
This dataset was inspired by another Kaggle dataset: Popular Video Games 1980 - 2023 🎮, acting as a comprehensive collection of information about some of the most popular video games released. It serves as a valuable resource for researchers, gamers, and enthusiasts interested in exploring the evolution of the gaming industry over the past decades.
This dataset provides a wealth of information about each game, including its title, release date, genre, platform(s), summary, among other data. With this dataset, users can analyze trends, identify patterns, and gain insights into the popularity and commercial success of video games across different platforms and genres.
The difference between this dataset and its inspiration is that the amount of data is greater (60k rows), in addition to having the new column "Platforms", indicating which platforms the game was released on. Also, the "Reviews" column (with the texts of user reviews) has been removed, keeping only the column with the total number of reviews that the game has.
📅 - The data was collected in mid-June 2023, so some values may be slightly different today.
Facebook
TwitterWhen asked about "Most used devices for video games", most UK respondents pick "Smartphone" as an answer. 58 percent did so in our online survey in 2025.
Facebook
TwitterWhen asked about "Most used devices for video games", most South Korean respondents pick "Smartphone" as an answer. 68 percent did so in our online survey in 2025.
Facebook
TwitterApache License, v2.0https://www.apache.org/licenses/LICENSE-2.0
License information was derived automatically
The dataset contains information on 64,018 video games, including their names, gaming consoles, genres, publishers, and developers. It also provides critic scores and total sales figures (in millions), along with sales data for different regions such as North America, Japan, and PAL regions. Additional columns include the game's box art image path, release date, and the last update date for the sales data.
Facebook
TwitterBy Andy Bramwell [source]
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
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!
- 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...
Facebook
TwitterCC0 1.0 Universal Public Domain Dedicationhttps://creativecommons.org/publicdomain/zero/1.0/
License information was derived automatically
Top Games Dataset featuring detailed information on game titles, genres, platforms, release years, user ratings, sales data, and more. Perfect for AI/ML analysis, recommendation systems, and market research in the gaming industry.
Facebook
TwitterIn 2024, the gaming hardware segment of the games market achieved the highest average revenue per user worldwide, reaching approximately 1,705.65 U.S. dollars. The mobile games segment ranked second with an average revenue per user of about 59.27 U.S. dollars, while in-game advertising followed with around 58.16 U.S. dollars.
Facebook
TwitterBy Sumit Kumar Shukla [source]
The Video Games Sales and Ratings Dataset provides an in-depth view into the dynamic world of video games, offering a comprehensive analysis of sales and ratings across diverse platforms and publishers. This dataset contains valuable facets of information that bring to light various insights about the video game industry over the years.
The dataset includes critical aspects such as the Name of each individual video game which was accounted for in this data aggregation process. The name captures the branded title under which a specific game is marketed and sold within the global market.
Additionally, key details on numbers relating to sales are included as well; such as Global Sales which refers to the total number of copies each individual game has sold on all indicated platforms worldwide- recorded in millions; NA_Sales representing accumulated sales figures from North America- also captured in millions; JP_Sales showing similarly compiled data specifically for Japan and EU_Sales for Europe respectively, both equally reflected in millions.
There is more insightful granularity embedded within our Dataset including Other_Sales, that tallies copies sold outside of specifically mentioned regions (North American, European & Japanese markets), expanding our insights into an even wider spectrum.
This Dataset not only shares hard figures on sales but also valuable opinions voiced by professional critics & users alike with Critic_Count & User_Count detailing how many individuals had reviewed any specific product with Critic Score being an averaged rating given by critics while User Score echoes sentiments from regular end-users or consumers who purchased these products - showcasing public opinion on these games.
Critical parameters defining characteristics essential related to gaming experiences like Genre detail distinctive aspects or themes around gameplay found within respective titles while Platform lists down where these titles were played specifically (between options like PC based or console front like PS4, Xbox etc.). The Publisher spotlights deserved attention onto those who took upon themselves to disseminate this creative work unto masses while Developer's name elucidates those daring visionaries who birthed unique experiences with their own hands through coding & design.
Last but not least, the Rating as per ESRB (Entertainment Software Rating Board) is included to give a sense of what demographic brackets/age each title was intended and marketed for - an essential aspect for parents and individuals mindful about content consumed within video games.
In short, this Video Games Sales and Ratings Dataset offers insights into the vast world of video gaming from various impactful perspectives serving as a valuable learning resource to anyone interested in gaining understanding or deploying data-driven strategies within any facet of this industry
Exploring the Dataset
The first step in analyzing this dataset is getting familiarized with its structure:
- Name: This attributes refers to the name of each video game included in the dataset.
- Platform: This denotes the platform(s) on which a particular game operates.
- Year_of_Release: The year when a particular game was launched is depicted by this attribute.
- Genre: It indicates what type of genre does a certain video game correspond to.
- Publisher & Developer: These fields detail out which company has published and developed every game respectively.
- NA_Sales, EU_Sales, JP_Sales & Other_Sales: These signify sales numbers from North America (NA), Europe(EU), Japan(JP) regions as well as other parts of world respectively (measured in millions).
- Global_Sales: This category refers to overall international sales for each described gaming product.
- Critic_Score & User_score: It represents average scores attributed by critics or users; where higher indicates better reception mostly measured on a scale often spanning 0–10 or 0–100.
- Critic_Count & User_Count: They denote how many critics/users have rated particular games respectively. -**Rating**: ESRB's categorization for games (e.g., E for Everyone,T for Teen,M for Mature etc.) is portrayed through it.
Data Analysis Recommendations
Here are some suggestions based on common practices:
- Sales Performance: You can examine sales figures categorized regionally or globally, leading to understanding which games have ...
Facebook
Twitterhttps://www.ibisworld.com/about/termsofuse/https://www.ibisworld.com/about/termsofuse/
Employment statistics on the Video Games industry in the US
Facebook
Twitterhttps://networkrepository.com/policy.phphttps://networkrepository.com/policy.php
Users-rate-products - Third column represents the ratings (edge weights) and the fourth column represents the edge timestamp for that rating.
Facebook
TwitterIncludes 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).
Facebook
TwitterApache License, v2.0https://www.apache.org/licenses/LICENSE-2.0
License information was derived automatically
This dataset provides an extensive collection of popular video games across various platforms and genres. It includes key details such as game titles, genres, platforms, release years, and user ratings, allowing for in-depth analysis of gaming trends and player preferences.
With a diverse selection of games, this dataset reflects current industry trends, helping researchers, developers, and gaming enthusiasts explore popularity patterns, platform preferences, and genre evolution over time.
📌 Key Features: 🕹️ Game Information: Game Title 🎮: The name of the game. Genre 🎭: The category of the game (e.g., Action, RPG, FPS, Strategy). Platform 🖥️🎮📱: The platform(s) the game is available on (e.g., PC, PlayStation, Xbox, Switch, Mobile). Release Year 📅: The year the game was released. Developer 🏢: The company or studio that developed the game. ⭐ Popularity & Reception: User Ratings 🌟: Average player ratings based on reviews. Metacritic Score 🎯: Professional critic score from Metacritic (if applicable). Total Sales (in millions) 💰: Estimated number of copies sold worldwide. 🎮 Additional Insights: Multiplayer Support 🔄: Whether the game offers multiplayer features (Yes/No). Game Mode 🎯: Single-player, Multiplayer, or Both. ESRB Rating 🔞: Age classification (E, T, M, etc.). 📊 Use Cases & Applications: 🔹 Analyzing gaming trends over time 🔹 Comparing the popularity of different game genres 🔹 Identifying top-selling games by platform 🔹 Understanding user preferences and ratings 🔹 Exploring relationships between game ratings and sales
⚠️ Important Note: This dataset is synthetically generated for educational and analytical purposes. It does not contain real proprietary data but is designed to resemble real-world gaming statistics.
Facebook
TwitterIn 2024, the revenue change in the 'Games' segment of the media market worldwide was modeled to amount to 10.91 percent. Between 2018 and 2024, the figure dropped by 70.2 percentage points, though the decline followed an uneven course rather than a steady trajectory. The forecast shows the revenue change will steadily decline by 4.85 percentage points from 2024 to 2030.Further information about the methodology, more market segments, and metrics can be found on the dedicated Market Insights page on Games.
Facebook
TwitterVideo 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.
Facebook
TwitterIn the games market worldwide in 2024, cloud gaming recorded the strongest revenue growth at approximately 59.41 percent. The games live streaming segment followed with growth of around 16.68 percent, while in-game advertising ranked third with an estimated 15.97 percent increase in revenue.
Facebook
Twitterhttps://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/
Inspiration This data collection is part of a research project on game based learning.
Context The purpose of this dataset is to gain insights into the trends of game genre popularity. I am particularly interested in the following questions:
Description As such, the data was collected from IMDB from the following nine genres of video games: 1. Action 2. Adventure 3. Comedy 4. Crime 5. Family 6. Fantasy 7. Mystery 8. Sci-Fi 9. Thriller
The collected data consists of around 20K titles.
Facebook
Twitterhttps://www.technavio.com/content/privacy-noticehttps://www.technavio.com/content/privacy-notice
Facebook
TwitterWhen asked about "Most used devices for video games", most Chinese respondents pick "Smartphone" as an answer. 72 percent did so in our online survey in 2025.