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TwitterIn 2030, the revenue growth is forecast to significantly decrease in all segments compared to the previous time point. In this context, the notably strong decrease of the segment Cloud Gaming towards the end of the forecast period stands out. In comparison to the average decrease of 0.4344 percent, the revenue change is decreasing significantly here, with a value of 2 percent. Find further statistics on other topics such as a comparison of the revenue in India and a comparison of the revenue in the United Kingdom.The Statista Market Insights cover a broad range of additional markets.
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TwitterIn 2025 year-to-date, there was one initial public offering in the gaming industry worldwide, worth a total market cap of 2.2 million U.S. dollars. In 2024, gaming industry IPO value totalled 3.07 billion U.S. dollars.
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TwitterIn 2025 year-to-date, there was one initial public offering in the gaming industry worldwide, a significant decline from the previous year. The gaming industry's IPO activity peaked in 2021, with 35 companies going public. The value of 2025 gaming IPOs amounted to 2.2 billion U.S. dollars.
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TwitterMIT Licensehttps://opensource.org/licenses/MIT
License information was derived automatically
This dataset contains 1,831 records of player gaming behavior with 13 features covering demographic information, gameplay patterns, and engagement metrics. The data appears to be synthetically generated for gaming analytics research.
This dataset is designed for player behavior analysis, engagement prediction, and gaming industry insights. It can be used to understand player preferences, predict churn, optimize game design, and target marketing strategies.
| Feature | Type | Description | Values/Range |
|---|---|---|---|
PlayerID | Numeric | Unique player identifier | 9000-10842 |
Age | Numeric | Player age | 15-49 years |
Gender | Categorical | Player gender | Male, Female |
Location | Categorical | Geographic region | USA, Europe, Asia, Other |
GameGenre | Categorical | Game category | Strategy, Sports, Action, RPG, Simulation |
PlayTimeHours | Numeric | Total hours played | 0.024 - 23.96 hours |
InGamePurchases | Binary | Purchase behavior | 0 (No), 1 (Yes) |
GameDifficulty | Categorical | Game difficulty level | Easy, Medium, Hard |
SessionsPerWeek | Numeric | Weekly session frequency | 0-19 sessions |
AvgSessionDurationMinutes | Numeric | Average session length | 10-179 minutes |
PlayerLevel | Numeric | Player progression level | 1-99 |
AchievementsUnlocked | Numeric | Achievements completed | 0-49 |
EngagementLevel | Categorical | Player engagement category | Low, Medium, High |
# Target: EngagementLevel (Low, Medium, High)
# Features: All other columns
# Model Type: Multi-class Classification
# Algorithms: Random Forest, XGBoost, Neural Networks
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Twitterhttps://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/
*Also find Metacritic Movies and Metacritic TV Shows datasets.*
This dataset contains a collection of video games and their corresponding reviews from Metacritic, a popular aggregate review site. The data provides insights into various video games across different platforms, including PC, PlayStation, Xbox, and others. Each game entry includes critical reviews, user reviews, ratings, and other relevant information that can be used for analysis, natural language processing, machine learning, and predictive modeling.
Important Note: *The games in this collection are selected from Metacritic's Best Games of All Time list, which only includes titles that have received at least 7 reviews, ensuring a minimum level of critical and user input.*
Up-to-dateness: *This dataset is accurate as of March 14, 2025, and includes the most current rankings and game details available at that time.*
The dataset contains general information and scores of 13K+ games and their corresponding 1.6M+ user/critic reviews collected by sending automated requests to Metacritic's public backend API using Python's requests and pandas libraries.
This dataset is perfect for researchers, game enthusiasts, and data scientists who are interested in exploring the gaming industry through data analysis.
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TwitterVenture capital (VC) and other private investment in the gaming industry peaked in 2022. In the second quarter of that year, the amount of private funding generated by investment in the global gaming industry amounted to 7.1 billion U.S. dollars. In the fourth quarter of 2024, such funding came to 700 million U.S. dollars for the period.
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Payables-Turnover Time Series for NVIDIA Corporation. NVIDIA Corporation, a computing infrastructure company, provides graphics and compute and networking solutions in the United States, Singapore, Taiwan, China, Hong Kong, and internationally. The Compute & Networking segment includes its Data Centre accelerated computing platforms and artificial intelligence solutions and software; networking; automotive platforms and autonomous and electric vehicle solutions; Jetson for robotics and other embedded platforms; and DGX Cloud computing services. The Graphics segment offers GeForce GPUs for gaming and PCs, the GeForce NOW game streaming service and related infrastructure, and solutions for gaming platforms; Quadro/NVIDIA RTX GPUs for enterprise workstation graphics; virtual GPU or vGPU software for cloud-based visual and virtual computing; automotive platforms for infotainment systems; and Omniverse software for building and operating industrial AI and digital twin applications. It also customized agentic solutions designed in collaboration with NVIDIA to accelerate enterprise AI adoption. The company's products are used in gaming, professional visualization, data center, and automotive markets. It sells its products to original equipment manufacturers, original device manufacturers, system integrators and distributors, independent software vendors, cloud service providers, consumer internet companies, add-in board manufacturers, distributors, automotive manufacturers and tier-1 automotive suppliers, and other ecosystem participants. NVIDIA Corporation was incorporated in 1993 and is headquartered in Santa Clara, California.
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The English-Spanish Gaming Parallel Corpora is a curated bilingual dataset designed to support game localization, machine translation, and language model training for the Gaming industry. It consists of over 50,000 sentence pairs, professionally translated between English and Spanish, capturing the linguistic and cultural depth of gaming content.
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The English-Chinese Gaming Parallel Corpora is a curated bilingual dataset designed to support game localization, machine translation, and language model training for the Gaming industry. It consists of over 50,000 sentence pairs, professionally translated between English and Chinese, capturing the linguistic and cultural depth of gaming content.
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TwitterAttribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Pretax-Margin Time Series for NVIDIA Corporation. NVIDIA Corporation, a computing infrastructure company, provides graphics and compute and networking solutions in the United States, Singapore, Taiwan, China, Hong Kong, and internationally. The Compute & Networking segment includes its Data Centre accelerated computing platforms and artificial intelligence solutions and software; networking; automotive platforms and autonomous and electric vehicle solutions; Jetson for robotics and other embedded platforms; and DGX Cloud computing services. The Graphics segment offers GeForce GPUs for gaming and PCs, the GeForce NOW game streaming service and related infrastructure, and solutions for gaming platforms; Quadro/NVIDIA RTX GPUs for enterprise workstation graphics; virtual GPU or vGPU software for cloud-based visual and virtual computing; automotive platforms for infotainment systems; and Omniverse software for building and operating industrial AI and digital twin applications. It also customized agentic solutions designed in collaboration with NVIDIA to accelerate enterprise AI adoption. The company's products are used in gaming, professional visualization, data center, and automotive markets. It sells its products to original equipment manufacturers, original device manufacturers, system integrators and distributors, independent software vendors, cloud service providers, consumer internet companies, add-in board manufacturers, distributors, automotive manufacturers and tier-1 automotive suppliers, and other ecosystem participants. NVIDIA Corporation was incorporated in 1993 and is headquartered in Santa Clara, California.
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TwitterIn fiscal year 2024, Capcom sold approximately 45.89 million games, 41.35 million of which were digital game downloads. The company's steady increase of digital game software download sales is in line with the general pivot of gaming sales towards digital store solutions. The outbreak of the COVID-19 pandemic has accelerated this process.
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TwitterSignificant fluctuations are estimated for all segments over the forecast period for the average revenue per user. The average revenue per user decreases towards the end of the forecast period only in the segment Physically Sold Video Games, while the remaining segments follow a positive trend. The difference between 2020 and 2030 amounts to an absolute value of 2.15 U.S. dollars. Find further statistics on other topics such as a comparison of countries or regions regarding the revenue and a comparison of the penetration rate in Norway.The Statista Market Insights cover a broad range of additional markets.
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The English-German Gaming Parallel Corpora is a curated bilingual dataset designed to support game localization, machine translation, and language model training for the Gaming industry. It consists of over 50,000 sentence pairs, professionally translated between English and German, capturing the linguistic and cultural depth of gaming content.
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TwitterOf the most anticipated 200 upcoming new video games from late 2022 through 2024, 156 were planned for release on PC, making it the most popular platform. Additionally, 115 games were planned for PlayStation 5 and another 113 were going to be released for Xbox Series X/S, too. In terms of platform exclusivity, 22 games were projected to be PlayStation-only, and 26 planned titles were going to be released only on Xbox but not on PlayStation.
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Debt-To-Equity-Ratio Time Series for Light & Wonder Inc. Light & Wonder, Inc. operates as a cross-platform games company in the United States and internationally. The company operates through three segments: Gaming, SciPlay, and iGaming segments. The Gaming segment sells game content and gaming machine; video gaming terminals; video lottery terminals, including conversion kits and spare parts; and table game products, including automatic card shufflers, deck checkers, table roulette chip sorters and other land-based table gaming equipment. It also leases or provides gaming content, gaming machines, and server-based system; sells and supports casino-management system based software and hardware; and licenses proprietary table games content to commercial, tribal, and governmental gaming operators. The SciPlay segment develops, markets, and operates social games on various online platforms. It sells virtual coins, chips, or bingo cards, which players can use to play slot games, table games, and bingo games. The iGaming segment provides a suite of digital gaming content, distribution platforms, player account management systems, and other iGaming content and services. This segment also offers the Open Platform System, which offers a range of reporting and administrative functions and tools providing operators control over various areas of digital gaming operations. Light & Wonder, Inc. was incorporated in 1984 and is headquartered in Las Vegas, Nevada.
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The English-Ukrainian Gaming Parallel Corpora is a curated bilingual dataset designed to support game localization, machine translation, and language model training for the Gaming industry. It consists of over 50,000 sentence pairs, professionally translated between English and Ukrainian, capturing the linguistic and cultural depth of gaming content.
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The English-Turkish Gaming Parallel Corpora is a curated bilingual dataset designed to support game localization, machine translation, and language model training for the Gaming industry. It consists of over 50,000 sentence pairs, professionally translated between English and Turkish, capturing the linguistic and cultural depth of gaming content.
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TwitterAttribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Days-of-Inventory-On-Hand-Turnover Time Series for NVIDIA Corporation. NVIDIA Corporation, a computing infrastructure company, provides graphics and compute and networking solutions in the United States, Singapore, Taiwan, China, Hong Kong, and internationally. The Compute & Networking segment includes its Data Centre accelerated computing platforms and artificial intelligence solutions and software; networking; automotive platforms and autonomous and electric vehicle solutions; Jetson for robotics and other embedded platforms; and DGX Cloud computing services. The Graphics segment offers GeForce GPUs for gaming and PCs, the GeForce NOW game streaming service and related infrastructure, and solutions for gaming platforms; Quadro/NVIDIA RTX GPUs for enterprise workstation graphics; virtual GPU or vGPU software for cloud-based visual and virtual computing; automotive platforms for infotainment systems; and Omniverse software for building and operating industrial AI and digital twin applications. It also customized agentic solutions designed in collaboration with NVIDIA to accelerate enterprise AI adoption. The company's products are used in gaming, professional visualization, data center, and automotive markets. It sells its products to original equipment manufacturers, original device manufacturers, system integrators and distributors, independent software vendors, cloud service providers, consumer internet companies, add-in board manufacturers, distributors, automotive manufacturers and tier-1 automotive suppliers, and other ecosystem participants. NVIDIA Corporation was incorporated in 1993 and is headquartered in Santa Clara, California.
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The English-Russian Gaming Parallel Corpora is a curated bilingual dataset designed to support game localization, machine translation, and language model training for the Gaming industry. It consists of over 50,000 sentence pairs, professionally translated between English and Russian, capturing the linguistic and cultural depth of gaming content.
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The English-Korean Gaming Parallel Corpora is a curated bilingual dataset designed to support game localization, machine translation, and language model training for the Gaming industry. It consists of over 50,000 sentence pairs, professionally translated between English and Korean, capturing the linguistic and cultural depth of gaming content.
Facebook
TwitterIn 2030, the revenue growth is forecast to significantly decrease in all segments compared to the previous time point. In this context, the notably strong decrease of the segment Cloud Gaming towards the end of the forecast period stands out. In comparison to the average decrease of 0.4344 percent, the revenue change is decreasing significantly here, with a value of 2 percent. Find further statistics on other topics such as a comparison of the revenue in India and a comparison of the revenue in the United Kingdom.The Statista Market Insights cover a broad range of additional markets.