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 ...).
Attribution-ShareAlike 4.0 (CC BY-SA 4.0)https://creativecommons.org/licenses/by-sa/4.0/
License information was derived automatically
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:
2.25
cuda-fp16
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:
games-2.5s.pgn
: The main dataset file containing all 31,744 games in PGN format.2.25
cuda-fp16
2.5
This dataset can be used to fine-tune or evaluate chess engines by: - Extracting positions for supervised learning. - Analyzing endgames or middlegame strategies.
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.
If you use this dataset or have suggestions for improvements, please leave feedback or share your project in the Kaggle discussion forums.
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
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.
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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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 ...).