A survey conducted in the third quarter of 2024 found that over 92 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 93 percent of male respondents in the same age group stated that they played video games. Worldwide, over 83 percent of internet users were gamers.
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This Dataset provides up-to-date information on the sales performance and popularity of various video games worldwide. The data includes the name, platform, year of release, genre, publisher, and sales in North America, Europe, Japan, and other regions. It also features scores and ratings from both critics and users, including average critic score, number of critics reviewed, average user score, number of users reviewed, developer, and rating. This comprehensive and essential dataset offers valuable insights into the global video game market and is a must-have tool for gamers, industry professionals, and market researchers. by source
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Column Name | Description |
---|---|
Name | The name of the video game. |
Platform | The platform on which the game was released, such as PlayStation, Xbox, Nintendo, etc. |
Year of Release | The year in which the game was released. |
Genre | The genre of the video game, such as action, adventure, sports, etc. |
Publisher | The company responsible for publishing the game. |
NA Sales | The sales of the game in North America. |
EU Sales | The sales of the game in Europe. |
JP Sales | The sales of the game in Japan. |
Other Sales | The sales of the game in other regions. |
Global Sales | The total sales of the game across the world. |
Critic Score | The average score given to the game by professional critics. |
Critic Count | The number of critics who reviewed the game. |
User Score | The average score given to the game by users. |
User Count | The number of users who reviewed the game. |
Developer | The company responsible for developing the game. |
Rating | The rating assigned to the game by organizations such as the ESRB or PEGI. |
- Market Analysis: The video game sales data can be used to analyze market trends and identify popular genres, platforms, and publishers. This can be useful for industry professionals to make informed decisions about game development and marketing strategies.
- Sales Forecasting: The sales data can be used to forecast future trends and predict the success of upcoming games.
- Consumer Insights: The data can be analyzed to gain insights into consumer preferences and buying habits, which can be used to tailor marketing strategies and improve customer satisfaction.
- Comparison of Competitors: The data can be used to compare the sales performance of competing video games and identify market leaders.
- Gaming Industry Performance: The data can be used to evaluate the overall performance of the gaming industry and track its growth over time.
- Gaming Popularity by Region: The data can be analyzed to determine which regions are the largest markets for video games and which genres are most popular in each region.
- Impact of Reviews: The data can be used to study the impact of critic and user reviews on sales and the relationship between scores and sales performance.
- Gaming Trends over Time: The data can be used to identify trends in the gaming industry over time and to track the evolution of the market.
- Gaming Demographics: The data can be used to analyze the demographic makeup of the gaming audience, including age, gender, and income.
- Impact of Gaming Industry on the Economy: The data can be used to evaluate the impact of the gaming industry on the economy and to assess its contribution to job creation and economic growth.
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Minecraft Statistics: The reports say that the gaming industry is expected to reach $431.87 billion by the year 2030. Since technological developments, not only there are laptops and PCs which are gaming-oriented but mobile devices have become compatible with many advanced games today. The recent release of the Harry Potter game ‘ Hogwarts Legacy is already doing its magic on the muggle world. These Minecraft Statistics include insights from various aspects that provide light on why Minecraft is one of the best games today. Editor’s Choice In Minecraft, 24 hours of the game is 20 minutes in real life. As of January 2023, the recorded number of players is 173.5 million. On average, 110,000 concurrent viewers are found on Twitch. Revenue generated from mobile downloads excluding in-game transactions counts for up to 41% of total Minecraft revenue. The Chinese edition of Minecraft has been downloaded more than 400 million times. To heal the players’ health healing potions have been used more than 1.1 billion times. Before launching Minecraft, the game was almost named a ‘Cave Game’. The game sometimes misspells its name by changing the order of words ‘C’ and ‘E’ with ‘Minecraft’. During the initial years of the pandemic, the database of total players increased by more than 14 million. The average age of a player is 24 years.
General video gaming use among the U.S. population increased significantly during the COVID-19 pandemic. Between May and December 2020, U.S. teens aged 15 to 19 years spent an average of 112.8 daily minutes on playing games and using computers for leisure, up from 73.8 minutes per day in the corresponding period of 2019. In 2024, the daily time spent on such activities among this age group decreased to 78.6 minutes per day.
Percentage of Canadians' time spent online and using video streaming services and video gaming services, in a typical week.
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McKinsey's Solve is a gamified problem-solving assessment used globally in the consulting firm’s recruitment process. This dataset simulates assessment results across geographies, education levels, and roles over a 7-year period. It aims to provide deep insights into performance trends, candidate readiness, resume quality, and cognitive task outcomes.
Inspired by McKinsey’s real-world assessment framework, this dataset was designed to enable: - Exploratory Data Analysis (EDA) - Recruitment trend analysis - Gamified performance modelling - Dashboard development in Excel / Power BI - Resume and education impact evaluation - Regional performance benchmarking - Data storytelling for portfolio projects
Whether you're building dashboards or training models, this dataset offers practical and relatable data for HR analytics and consulting use cases.
This dataset includes 4,000 rows and the following columns: - Testtaker ID: Unique identifier - Country / Region: Geographic segmentation - Gender / Age: Demographics - Year: Assessment year (2018–2025) - Highest Level of Education: From high school to PhD / MBA - School or University Attended: Mapped to country and education level - First-generation University Student: Yes/No - Employment Status: Student, Employed, Unemployed - Role Applied For and Department / Interest: Business/tech disciplines - Past Test Taker: Indicates repeat attempts - Prepared with Online Materials: Indicates test prep involvement - Desired Office Location: Mapped to McKinsey's international offices - Ecosystem / Redrock / Seawolf (%): Game performance scores - Time Spent on Each Game (mins) - Total Product Score: Average of the 3 game scores - Process Score: A secondary assessment component - Resume Score: Scored based on education prestige, role fit, and clarity - Total Assessment Score (%): Final decision metric - Status (Pass/Fail): Based on total score ≥ 75%
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A survey conducted in the third quarter of 2024 found that over 92 percent of female internet users aged 16 to 24 years worldwide played video games on any kind of device. During the survey period, 93 percent of male respondents in the same age group stated that they played video games. Worldwide, over 83 percent of internet users were gamers.