100+ datasets found
  1. m

    Video Game Statistics and Facts

    • market.biz
    Updated Sep 24, 2025
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    Market.biz (2025). Video Game Statistics and Facts [Dataset]. https://market.biz/video-game-statistics/
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    Dataset updated
    Sep 24, 2025
    Dataset provided by
    Market.biz
    License

    https://market.biz/privacy-policyhttps://market.biz/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Europe, Australia, Africa, North America, ASIA, South America
    Description

    Introduction

    Video Game Statistics: The video game industry has evolved from a niche hobby into a global entertainment giant, impacting technology, culture, and economics. With millions of players across the globe and a market worth billions, understanding video game statistics is vital for developers, investors, marketers, and enthusiasts.

    These statistics offer valuable insights into player behavior, market trends, sales performance, and emerging technologies, enabling the identification of patterns, forecasting growth, and shaping strategies within the industry. This statistics will delve into the latest trends in video game sales, platform popularity, gamer engagement, and industry innovations, providing a data-driven overview of the gaming landscape today and in the future.

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

    • statista.com
    Updated Nov 27, 2025
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    Statista (2025). U.S. video gamers who made social connections via gaming 2025 [Dataset]. https://www.statista.com/statistics/1340350/us-video-gaming-community-social-connections/
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    Dataset updated
    Nov 27, 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.

  3. Video Game Sales

    • kaggle.com
    zip
    Updated Oct 26, 2016
    + more versions
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    GregorySmith (2016). Video Game Sales [Dataset]. https://www.kaggle.com/datasets/gregorut/videogamesales
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    zip(390286 bytes)Available download formats
    Dataset updated
    Oct 26, 2016
    Authors
    GregorySmith
    Description

    This dataset contains a list of video games with sales greater than 100,000 copies. It was generated by a scrape of vgchartz.com.

    Fields include

    • Rank - Ranking of overall sales

    • Name - The games name

    • Platform - Platform of the games release (i.e. PC,PS4, etc.)

    • Year - Year of the game's release

    • Genre - Genre of the game

    • Publisher - Publisher of the game

    • NA_Sales - Sales in North America (in millions)

    • EU_Sales - Sales in Europe (in millions)

    • JP_Sales - Sales in Japan (in millions)

    • Other_Sales - Sales in the rest of the world (in millions)

    • Global_Sales - Total worldwide sales.

    The script to scrape the data is available at https://github.com/GregorUT/vgchartzScrape. It is based on BeautifulSoup using Python. There are 16,598 records. 2 records were dropped due to incomplete information.

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

    • statista.com
    Updated Nov 27, 2025
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    Statista (2025). 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
    Nov 27, 2025
    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.

  5. Weekly gaming hours of adults in the U.S. 2025

    • statista.com
    • abripper.com
    Updated Mar 5, 2025
    + more versions
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    Jessica Clement (2025). Weekly gaming hours of adults in the U.S. 2025 [Dataset]. https://www.statista.com/topics/3070/us-gamers/
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    Dataset updated
    Mar 5, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Area covered
    United States
    Description

    As of June 2024, 27 percent of adults in the United States spent one to five hours per week playing video games. A further 10 percent of respondents stated that they spent 11 to 15 hours on video gaming in an average week. Overall, 19 percent of respondents were non-gamers and did not spend any time on video games.

  6. Discovering Hidden Trends in Global Video Games

    • kaggle.com
    zip
    Updated Dec 3, 2022
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    The Devastator (2022). Discovering Hidden Trends in Global Video Games [Dataset]. https://www.kaggle.com/datasets/thedevastator/discovering-hidden-trends-in-global-video-games
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    zip(57229 bytes)Available download formats
    Dataset updated
    Dec 3, 2022
    Authors
    The Devastator
    Description

    Discovering Hidden Trends in Global Video Games Sales

    Platforms, Genres, and Profitable Regions

    By Andy Bramwell [source]

    About this dataset

    This dataset contains sales data for video games from all around the world, across different platforms, genres and regions. From the thought-provoking latest release of RPGs to the thrilling adventures of racing games, this database provides an insight into what constitutes as a hit game in today’s gaming industry. Armed with this data and analysis, future developers can better understand what types of gameplay and mechanics resonate more with players to create a new gaming experience. Through its comprehensive analysis on various game titles, genres and platforms this dataset displays detailed insights into how video games can achieve global success as well as providing a wonderful window into the ever-changing trends of gaming culture

    More Datasets

    For more datasets, click here.

    Featured Notebooks

    • 🚨 Your notebook can be here! 🚨!

    How to use the dataset

    This dataset can be used to uncover hidden trends in Global Video Games Sales. To make the most of this data, it is important to understand the different columns and their respective values.

    The 'Rank' column identifies each game's ranking according to its global sales (highest to lowest). This can help you identify which games are most popular globally. The 'Game Title' column contains the name of each video game, which allows you to easily discern one entry from another. The 'Platform' column lists the type of platform on which each game was released, e.g., PlayStation 4 or Xbox One, so that you can make comparisons between platforms as well as specific games for each platform. The 'Year' column provides an additional way of making year-on-year comparisons and tracking changes over time in global video game sales.
    In addition, this dataset also contains metadata such as genre ('Genre'), publisher ('Publisher'), and review score ('Review') that add context when considering a particular title's performance in terms of global sales rankings. For example, it might be more compelling to compare two similar genres than two disparate ones when analyzing how successful a select set of titles have been at generating revenue in comparison with others released globally within that timeline. Lastly but no less important are the three variables dedicated exclusively for geographic breakdowns: North America ('North America'), Europe (Europe), Japan (Japan), Rest of World (Rest of World), and Global (Global). This allows us to see how certain regions contribute individually or collectively towards a given title's overall sales figures; by comparing these metrics regionally or collectively an interesting picture arises -- from which inferences about consumer preferences and supplier priorities emerge!

    Overall this powerful dataset allows researchers and marketers alike a deep dive into market performance for those persistent questions about demand patterns across demographics around the world!

    Research Ideas

    • Analyzing the effects of genre and platform on a game's success - By comparing different genres and platforms, one can get a better understanding of what type of games have the highest sales in different regions across the globe. This could help developers decide which type of gaming content to create in order to maximize their profits.
    • Tracking changes in global video games trends over time - This dataset could be used to analyze how various elements such as genre or platform affect success over various years, allowing developers an inside look into what kind of videos are being favored at any given moment across the world.
    • Identifying highly successful games and their key elements- Developers could look at this data to find any common factors such as publisher or platform shared by successful titles to uncover characteristics that lead to a high rate-of-return when creating video games or other forms media entertainment

    Acknowledgements

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

    License

    See the dataset description for more information.

    Columns

    File: Video Games Sales.csv | Column name | Description | |:------------------|:------------------------------------------------------------| | Rank | The ranking of the game in terms of global sales. (Integer) | | Game Title | The title of the game. (String) | | Platform | The platform the game was released on. (String) ...

  7. S

    Video Game Statistics By Market Size, Revenue, Tech And Trend (2025)

    • sci-tech-today.com
    Updated Oct 9, 2025
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    Sci-Tech Today (2025). Video Game Statistics By Market Size, Revenue, Tech And Trend (2025) [Dataset]. https://www.sci-tech-today.com/stats/video-game-statistics/
    Explore at:
    Dataset updated
    Oct 9, 2025
    Dataset authored and provided by
    Sci-Tech Today
    License

    https://www.sci-tech-today.com/privacy-policyhttps://www.sci-tech-today.com/privacy-policy

    Time period covered
    2022 - 2032
    Area covered
    Global
    Description

    Introduction

    Video game statistics: The world of video games has exploded far beyond a niche hobby. It has established itself as a dominant global entertainment and cultural phenomenon. This continues to break economic and tech boundaries.

    I’d like to discuss more about the extensive, data-driven analysis that dives deep into the information that changes the video game industry, from its origins to its projected future, showcasing its immense global reach and profound financial impact. Let’s discuss further.

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

    • statista.com
    • abripper.com
    Updated Nov 27, 2025
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    Statista (2025). Consumer spending on video game content in the U.S. 2010-2024 [Dataset]. https://www.statista.com/statistics/252457/consumer-spending-on-video-games-in-the-us/
    Explore at:
    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    In 2024, total U.S. consumer spending on video game content amounted to **** billion U.S. dollars, a significant increase from ***** billion U.S. dollars in the preceding year. Video game spending surged in 2021 due to the COVID-19 pandemic.

  9. Valorant Player Stats Dataset Tournament

    • kaggle.com
    zip
    Updated May 27, 2024
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    Ayadi Rym (2024). Valorant Player Stats Dataset Tournament [Dataset]. https://www.kaggle.com/datasets/ayadirym/valorant-player-stats-dataset-tournament/versions/1
    Explore at:
    zip(23279 bytes)Available download formats
    Dataset updated
    May 27, 2024
    Authors
    Ayadi Rym
    Description

    Context: Valorant, developed by Riot Games, has quickly become one of the most popular tactical first-person shooter games since its release. The game emphasizes strategic team play, individual skills, and tactical execution, making it a fascinating subject for performance analysis. Understanding the various metrics that contribute to player success can offer insights into effective strategies and gameplay techniques. This dataset was created to help players, coaches, and analysts delve into the detailed aspects of player performance and identify key areas for improvement.

    Sources: The data for this dataset was collected from various online sources, including:

    In-Game Statistics: Aggregated from player profiles and match histories available within the game client. Third-Party Valorant Trackers: Websites and tools that track player statistics and match performance, such as Tracker.gg and Blitz.gg. Community Contributions: Insights and data shared by the Valorant community, including professional players, streamers, and analysts, who often provide detailed breakdowns of their gameplay. Inspiration: The inspiration for compiling this dataset stems from several key areas:

    Performance Analysis: In competitive gaming, understanding the granular details of player performance is crucial for improvement. Metrics like win rate, damage per round, and headshot percentage provide actionable insights. Strategic Development: By analyzing this data, players and teams can develop better strategies, identify strengths and weaknesses, and tailor their training regimes accordingly. Predictive Modeling: The dataset serves as a foundation for building predictive models to forecast future performance, which can be useful for coaching, match preparation, and scouting new talent. Community Engagement: Providing this dataset to the wider Valorant community fosters engagement and encourages collaborative analysis. It allows enthusiasts to test hypotheses, share findings, and contribute to a deeper understanding of the game. Educational Purposes: For educators and students in data science, sports analytics, and game design, this dataset offers a real-world application of data analysis techniques and methodologies. Future Directions: The dataset can be expanded by including additional metrics such as agent pick rates, map-specific performance, and team composition analysis. Incorporating more granular data over longer periods can also enhance the depth of analysis and provide a more comprehensive view of player performance trends.

    By sharing this dataset, we aim to empower the Valorant community with data-driven insights that can elevate gameplay, inform strategic decisions, and contribute to the overall growth of the esports ecosystem.

  10. Video Games Evolution's YouTube Channel Statistics

    • vidiq.com
    + more versions
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    vidIQ, Video Games Evolution's YouTube Channel Statistics [Dataset]. https://vidiq.com/youtube-stats/channel/UCPy5PQ5marfoHATEz0st9Qw/
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    Dataset authored and provided by
    vidIQ
    Time period covered
    Nov 1, 2025 - Nov 27, 2025
    Area covered
    YouTube, US
    Variables measured
    subscribers, video count, video views, engagement rate, upload frequency, estimated earnings
    Description

    Comprehensive YouTube channel statistics for Video Games Evolution, featuring 298,000 subscribers and 88,723,488 total views. This dataset includes detailed performance metrics such as subscriber growth, video views, engagement rates, and estimated revenue. The channel operates in the Gaming category and is based in US. Track 379 videos with daily and monthly performance data, including view counts, subscriber changes, and earnings estimates. Analyze growth trends, engagement patterns, and compare performance against similar channels in the same category.

  11. Gaming Dataset

    • kaggle.com
    zip
    Updated Apr 27, 2025
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    Mohd Sukry (2025). Gaming Dataset [Dataset]. https://www.kaggle.com/datasets/mohdsukry0000/gaming-dataset
    Explore at:
    zip(1257 bytes)Available download formats
    Dataset updated
    Apr 27, 2025
    Authors
    Mohd Sukry
    Description

    Date - The date when the gaming session took place.

    Session_Duration - The total time (typically measured in minutes or hours) that the player spent in the game during that session.

    Game_Mode - The type of game mode played during the session (for example: Capture the Flag, Battle Royale, Team Deathmatch, or Search & Destroy).

    Total_Matches - The total number of matches or rounds the player participated in during the session.

    Wins - The number of matches that the player won during the session.

    Losses - The number of matches that the player lost during the session.

    Kill_Death_Ratio - The ratio of kills to deaths achieved by the player. It measures performance efficiency, where a higher ratio indicates better performance.

    Average_Score - The average score the player achieved per match during the session.

    Accuracy_% - The percentage of successful shots (hits) compared to the total shots fired by the player during the session.

    Money_Spent - The total amount of real-world money spent during the session, often for purchasing in-game items, skins, or upgrades.

    In_Game_Purchases - The number of in-game items purchased, whether using in-game currency or real money.

    Subscription_Status - Indicates whether the player had an active subscription (such as a battle pass or premium membership) during the session. Typically noted as "Active" or "Inactive".

    Friends_Playing - The number of the player’s friends who were online and playing at the same time during the session.

    Average_FPS - The average frames per second (FPS) experienced by the player, reflecting the smoothness of game performance.

    Latency_ms The average network latency (or ping) measured in milliseconds during the session. Lower latency generally means a smoother online gaming experience.

    Device_Type - The type of device the player used during the session, such as PC or Mobile.

  12. Video Game Market Analysis, Size, and Forecast 2025-2029: North America (US...

    • technavio.com
    pdf
    Updated Jan 17, 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
    Explore at:
    pdfAvailable download formats
    Dataset updated
    Jan 17, 2025
    Dataset provided by
    TechNavio
    Authors
    Technavio
    License

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

    Time period covered
    2025 - 2029
    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 game studios

  13. League of Legends Stats

    • kaggle.com
    zip
    Updated Jun 3, 2023
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    Daniel Ko (2023). League of Legends Stats [Dataset]. https://www.kaggle.com/datasets/lawsus/lolstats
    Explore at:
    zip(278804813 bytes)Available download formats
    Dataset updated
    Jun 3, 2023
    Authors
    Daniel Ko
    License

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

    Description

    blog post here

    every 10 rows represent a frame. riot games provides 1 frame every minute for matches. dataset contains 8792 ranked matches from high elo players in NA. besides champion stats, x and y positions provided. distances from player to player added as additional feature.

  14. League of Legends Match Dataset (2024)

    • kaggle.com
    Updated Jan 21, 2025
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    Jakub Krasuski (2025). League of Legends Match Dataset (2024) [Dataset]. https://www.kaggle.com/datasets/jakubkrasuski/league-of-legends-match-dataset-2025
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Jan 21, 2025
    Dataset provided by
    Kagglehttp://kaggle.com/
    Authors
    Jakub Krasuski
    License

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

    Description

    License

    CC BY 4.0 (Creative Commons Attribution 4.0 International)
    This license allows sharing, modification, and use of the dataset as long as proper attribution is given.

    Description

    This dataset provides detailed information about League of Legends matches, collected in 2025. It covers various aspects of the game, including player statistics, team performance, and match metadata. This dataset is ideal for statistical analysis, machine learning projects, and esports research.

    Data Collection & Replication

    The data was obtained using a custom Python script that queries the official Riot Games API. This script automates data retrieval by starting from a single player’s PUUID and expanding through match participants. If you’d like to replicate or extend this dataset, the script is freely available here:
    https://github.com/Blizzeq/league-of-legends-data-collector

    Key Features

    • Match Details: Game duration, mode (e.g., Classic), game version, and map identifiers.
    • Player Statistics: Includes kills, deaths, assists, damage dealt, gold earned, items purchased, and final game stats (e.g., magic resist, movement speed, mana regeneration).
    • Team Data: Insights into team performance and match outcomes.

    Dataset Overview

    • 94 attributes capturing comprehensive match and player data.
    • Key columns: game_id, game_start_utc, game_duration, queue_id, participant_id, kills, deaths, assists, final_damageDealt, final_goldEarned, and more.
    • Platform: EUN1 (Europe Nordic & East server).

    Use Cases

    • Performance analysis for individual players and teams.
    • Predictive modeling and machine learning applications in gaming.
    • Understanding player behavior and strategy in competitive gaming.

    Notes

    Ensure that the usage of this dataset complies with Riot Games' terms of service and privacy policies. If you plan to collect your own data using the script, remember to manage API rate limits and adhere to Riot’s policies.

  15. U.S. video gamers who play with others online or in person 2020-2025

    • statista.com
    Updated Nov 27, 2025
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    Statista (2025). U.S. video gamers who play with others online or in person 2020-2025 [Dataset]. https://www.statista.com/statistics/1340241/us-video-gaming-with-others/
    Explore at:
    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    Video gaming is a popular way for gamers to connect with friends and family. A February 2025 survey found that 72 percent of gamers in the United States played with others online or in person, up from 65 percent of U.S. gamers who did so in 2020. According to U.S. gamers, friends are the most popular group of people to play online with.

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

    • kaggle.com
    zip
    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
    Explore at:
    zip(6007 bytes)Available download formats
    Dataset updated
    Oct 12, 2021
    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.

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

    • statista.com
    Updated Nov 27, 2025
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    Statista (2025). Monthly revenue of the U.S. video game industry 2017-2025, by segment [Dataset]. https://www.statista.com/statistics/201073/revenue-of-the-us-video-game-industry-by-segment/
    Explore at:
    Dataset updated
    Nov 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2017 - Jul 2025
    Area covered
    United States
    Description

    In July 2025, total video games sales in the United States amounted to **** billion U.S. dollars, representing a five percent year-over-year increase. Generally speaking, the video game industry has its most important months in November and December, as video game software and hardware make very popular Christmas gifts. In December 2024, total U.S. video game sales surpassed **** billion U.S. dollars. Birth of the video game industry Although the largest regional market in terms of sales, as well as number of gamers, is Asia Pacific, the United States is also an important player within the global video games industry. In fact, many consider the United States as the birthplace of gaming as we know it today, fueled by the arcade game fever in the ’60s and the introduction of the first personal computers and home gaming consoles in the ‘70s. Furthermore, the children of those eras are the game developers and game players of today, the ones who have driven the movement for better software solutions, better graphics, better sound and more advanced interaction not only for video games, but also for computers and communication technologies of today. An ever-changing market However, the video game industry in the United States is not only growing, it is also changing in many ways. Due to increased internet accessibility and development of technologies, more and more players are switching from single-player console or PC video games towards multiplayer games, as well as social networking games and last, but not least, mobile games, which are gaining tremendous popularity around the world. This can be evidenced in the fact that mobile games accounted for ** percent of the revenue of the games market worldwide, ahead of both console games and downloaded or boxed PC games.

  18. League of Legends LPL Regional Finals 2024 Stats

    • kaggle.com
    zip
    Updated Sep 22, 2024
    + more versions
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    smvjkk (2024). League of Legends LPL Regional Finals 2024 Stats [Dataset]. https://www.kaggle.com/datasets/smvjkk/league-of-legends-lpl-regional-finals-2024-stats
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    zip(12216 bytes)Available download formats
    Dataset updated
    Sep 22, 2024
    Authors
    smvjkk
    License

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

    Description

    I have created this dataset for people interested in League of Legends who want to approach the game from a more analytical side.

    Most of the data was acquired from Games of Legends (https://gol.gg/tournament/tournament-stats/LPL%20Regional%20Finals%202024/)and also from official site of the League of Legends LPL (https://lpl.qq.com/)

    Dataset Contents:

    (If you want to compare this dataset to my other ones (LEC or LCK), please note that some columns are missing in this dataset!)

    • Player: Name of the player.
    • Role: Role of the player (e.g., TOP, JUNGLE, MID, ADC, SUPPORT)
    • Team: Name of the player's team
    • Opponent Team: Name of the opposing team
    • Opponent Player: Name of the opposing player
    • Date: Date of the match
    • Round: Round of the tournament
    • Day: Specific day of the tournament
    • Patch: Version of the game patch during the match
    • Stage: Stage of the tournament
    • No Game: Game number in the series
    • all Games: Total number of games in the series
    • Format: Format of the match (e.g., Best of 1, Best of 3)
    • Game of day: Number of the game that day
    • Side: Side of the map the team started on (Blue/Red)
    • Time: Duration of the match

    Team Performance Metrics:

    • Kills Team: Total kills by the team
    • Turrets Team: Total turrets destroyed by the team
    • Dragon Team: Total dragons killed by the team
    • Baron Team: Total barons killed by the team

    Player Performance Metrics:

    • Level: Final level of the player
    • Kills: Number of kills by the player
    • Deaths: Number of deaths of the player
    • Assists: Number of assists by the player
    • KDA: Kill/Death/Assist ratio
    • CS: Creep Score (minions killed)
    • CS in Team's Jungle: Creep Score in the team's jungle
    • CS in Enemy Jungle: Creep Score in the enemy's jungle
    • CSM: Creep Score per Minute
    • Golds: Total gold earned
    • GPM: Gold Per Minute
    • GOLD%: Percentage of team's total gold earned by the player

    Vision and Warding:

    • Vision Score: Total vision score
    • Wards placed: Number of wards placed
    • Wards destroyed: Number of wards destroyed
    • Control Wards Purchased: Number of control wards purchased
    • Detector Wards Placed: Number of detector wards placed
    • VSPM: Vision Score Per Minute
    • WPM: Wards Placed per Minute
    • VWPM: Vision Wards Placed per Minute
    • WCPM: Wards Cleared per Minute
    • VS%: Vision Score percentage

    Damage Metrics:

    • Total damage to Champion: Total damage dealt to champions
    • Physical Damage: Total physical damage dealt
    • Magic Damage: Total magic damage dealt
    • True Damage: Total true damage dealt
    • DPM: Damage Per Minute
    • DMG%: Percentage of team’s total damage dealt by the player

    Combat Metrics

    • K+A Per Minute: Kills and Assists per Minute
    • KP%: Kill Participation percentage

    Early Game Metrics

    • GD@15: Gold Difference at 15 minutes

    Survival and Economy:

    • Total damage taken: Total damage taken
  19. 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
    Description

    Market Size statistics on the Video Games industry in the US

  20. Favorite video game genres in the U.S. 2025, by generation

    • statista.com
    Updated Oct 7, 2025
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    Statista (2025). Favorite video game genres in the U.S. 2025, by generation [Dataset]. https://www.statista.com/statistics/246766/favorite-video-game-genres-in-the-us/
    Explore at:
    Dataset updated
    Oct 7, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Feb 11, 2025 - Feb 25, 2025
    Area covered
    United States
    Description

    A February 2025 survey of gamers in the United States found that arcade and puzzle games were among the most popular video gaming genres across all generations. About 67 percent of Gen Alpha gamers stated arcade games as one of their top three gaming categories.

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Market.biz (2025). Video Game Statistics and Facts [Dataset]. https://market.biz/video-game-statistics/

Video Game Statistics and Facts

Explore at:
Dataset updated
Sep 24, 2025
Dataset provided by
Market.biz
License

https://market.biz/privacy-policyhttps://market.biz/privacy-policy

Time period covered
2022 - 2032
Area covered
Europe, Australia, Africa, North America, ASIA, South America
Description

Introduction

Video Game Statistics: The video game industry has evolved from a niche hobby into a global entertainment giant, impacting technology, culture, and economics. With millions of players across the globe and a market worth billions, understanding video game statistics is vital for developers, investors, marketers, and enthusiasts.

These statistics offer valuable insights into player behavior, market trends, sales performance, and emerging technologies, enabling the identification of patterns, forecasting growth, and shaping strategies within the industry. This statistics will delve into the latest trends in video game sales, platform popularity, gamer engagement, and industry innovations, providing a data-driven overview of the gaming landscape today and in the future.

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