5 datasets found
  1. Time spent watching VCR movies and playing computer games, per week, by...

    • datasets.ai
    • www150.statcan.gc.ca
    • +2more
    21, 55, 8
    Updated Sep 28, 2024
    + more versions
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    Statistics Canada | Statistique Canada (2024). Time spent watching VCR movies and playing computer games, per week, by students in selected countries [Dataset]. https://datasets.ai/datasets/70e9832b-d249-4945-b916-5f1d0a69f60d
    Explore at:
    55, 8, 21Available download formats
    Dataset updated
    Sep 28, 2024
    Dataset provided by
    Statistics Canadahttps://statcan.gc.ca/en
    Authors
    Statistics Canada | Statistique Canada
    Description

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

  2. Leela Chess Zero Self-Play Chess Games Dataset 3

    • kaggle.com
    Updated Dec 16, 2024
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    AnthonyTherrien (2024). Leela Chess Zero Self-Play Chess Games Dataset 3 [Dataset]. http://doi.org/10.34740/kaggle/dsv/10217785
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Dec 16, 2024
    Dataset provided by
    Kaggle
    Authors
    AnthonyTherrien
    License

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

    Description

    Dataset Overview

    This dataset contains 31,744 self-play chess games generated using Leela Chess Zero (Lc0) with specific configurations to explore unique gameplay dynamics. The games were generated using:

    • Policy Temperature: 2.25
    • Backend: cuda-fp16
    • Time Control: 2.5

    The games are stored in the PGN (Portable Game Notation) format, which is widely used for recording chess games. This dataset can serve as a resource for:

    • Training and evaluating chess engines
    • Analyzing chess strategies and opening theory
    • Conducting AI and machine learning experiments in chess

    Files

    • games-2.5s.pgn: The main dataset file containing all 31,744 games in PGN format.

    Dataset Features

    1. Game Format: Each game is recorded in PGN format, including headers for metadata such as player names, result, and opening.
    2. Generated by AI: All games were played by the AI model Leela Chess Zero using the following configuration:
      • Policy Temperature: 2.25
      • Backend: cuda-fp16
      • Time Control: 2.5
    3. Diverse Playstyles: The higher policy temperature introduces greater diversity in the decision-making process, providing a wide range of strategies and outcomes.
    4. High-Quality Self-Play: Games generated by Lc0 are renowned for their depth of calculation and understanding of positional play.

    Usage

    Chess Engine Training and Evaluation

    This dataset can be used to fine-tune or evaluate chess engines by: - Extracting positions for supervised learning. - Analyzing endgames or middlegame strategies.

    AI Research

    • Investigate the effects of a high policy temperature on gameplay.
    • Explore the diversity and quality of play in self-play scenarios.

    Chess Strategy Analysis

    • Study opening trends and preferences.
    • Analyze game outcomes under the given configurations.

    License

    This dataset is shared under the Creative Commons Attribution 4.0 International License (CC BY 4.0). You are free to use, share, and adapt the data, provided you give appropriate credit to the creators.

    Acknowledgments

    • Leela Chess Zero: A groundbreaking open-source chess engine that leverages neural networks for unparalleled chess understanding.
    • CUDA: The GPU acceleration technology that enabled efficient game generation.

    Feedback

    If you use this dataset or have suggestions for improvements, please leave feedback or share your project in the Kaggle discussion forums.

  3. w

    Percentage of high school students who played video or computer games or...

    • data.wu.ac.at
    • healthdata.nj.gov
    csv, json, xml
    Updated Oct 5, 2018
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    New Jersey Deparment of Education (2018). Percentage of high school students who played video or computer games or used a computer for something that was not school work more than 3 hours per day, New Jersey: Beginning 2009 (odd years only) [Dataset]. https://data.wu.ac.at/schema/healthdata_nj_gov/Z2lrdi03dHo5
    Explore at:
    csv, xml, jsonAvailable download formats
    Dataset updated
    Oct 5, 2018
    Dataset provided by
    New Jersey Deparment of Education
    Area covered
    New Jersey
    Description

    Definition: The percentage of students who play video/computer games and use the internet for a specified number of hours per day on an average school day

    Data Source: Student Health Survey, Office of Student Support Services, New Jersey Department of Education

    History: MAR 2017 - Chart and table titles corrected to read as "More Than 3 Hours Per Day." They were erroneously labeled previously as "2 or Less Hours Per Day." - All 2010-2014 data were updated for total population and all racial/ethnic groups - 2020 targets modified to reflect a 10% improvement over the 2010 baseline for total population and all racial/ethnic groups

  4. U.S. daily time spent playing games and leisure computer use 2019-2023, by...

    • statista.com
    Updated Aug 15, 2024
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    Statista (2024). U.S. daily time spent playing games and leisure computer use 2019-2023, by age [Dataset]. https://www.statista.com/statistics/502149/average-daily-time-playing-games-and-using-computer-us-by-age/
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    Dataset updated
    Aug 15, 2024
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    United States
    Description

    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 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 2023, the daily time spent on such activities among this age group decreased to 98.4 minutes per day.

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

    • statista.com
    Updated Jun 23, 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
    Jun 23, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2017 - Mar 2025
    Area covered
    United States
    Description

    In March 2025, total video games sales in the United States amounted to **** billion U.S. dollars, representing a six percent year-over-year decrease. 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.

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Statistics Canada | Statistique Canada (2024). Time spent watching VCR movies and playing computer games, per week, by students in selected countries [Dataset]. https://datasets.ai/datasets/70e9832b-d249-4945-b916-5f1d0a69f60d
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Time spent watching VCR movies and playing computer games, per week, by students in selected countries

Explore at:
55, 8, 21Available download formats
Dataset updated
Sep 28, 2024
Dataset provided by
Statistics Canadahttps://statcan.gc.ca/en
Authors
Statistics Canada | Statistique Canada
Description

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

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