100+ datasets found
  1. U.S. leading YouTube gaming content genres 2025

    • statista.com
    Updated Mar 27, 2025
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    Statista (2025). U.S. leading YouTube gaming content genres 2025 [Dataset]. https://www.statista.com/statistics/1607935/us-popular-gaming-content-types-youtube/
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    Dataset updated
    Mar 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 13, 2025 - Jan 14, 2025
    Area covered
    United States
    Description

    According to a survey conducted in January 2025, around five in 10 adult gamers in the United States reported watching gaming guides and tutorials on YouTube. Game reviews and funny clips content categories on YouTube were popular among 40 percent of U.S. gaming enthusiasts. Game trailers followed, with the popularity of these promotional videos among 38 percent of survey respondents.

  2. YouTube: most subscribed gaming channels 2025

    • ai-chatbox.pro
    • statista.com
    Updated Jun 3, 2025
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    Jessica Clement (2025). YouTube: most subscribed gaming channels 2025 [Dataset]. https://www.ai-chatbox.pro/?_=%2Fstudy%2F33687%2Fgaming-video-content-worldwide-statista-dossier%2F%23XgboD02vawLOoy1kVeMeNBgR8xI%3D
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    Dataset updated
    Jun 3, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Jessica Clement
    Description

    As of April 2025, Spanish YouTuber Miguel Bernal Montes, better known online as Mikecrack, was ranked first among the most popular gaming-related YouTube channels, with 56.1 million subscribers. Chilean gaming YouTuber Germán Alejandro Garmendia Aranis, better known online as JuegaGerman, was ranked second with 53.1 million subscribers.

  3. Unique channels on YouTube Gaming Live Q3 2022

    • statista.com
    Updated Jul 18, 2025
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    Statista (2025). Unique channels on YouTube Gaming Live Q3 2022 [Dataset]. https://www.statista.com/statistics/1076891/unique-channels-youtube-gaming/
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    Dataset updated
    Jul 18, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    YouTube, Worldwide
    Description

    YouTube Gaming Live is one of the most popular ways in which viewers watch their favorite gamers stream their gaming exploits. There were a total of over *** thousand unique streaming channels on YouTube Gaming Live in the third quarter of 2022, a stark decline from *** million channels in the second quarter of 2020.

  4. YouTube Gaming leading eSports channels 2025, based on hours watched

    • ai-chatbox.pro
    • statista.com
    Updated Apr 22, 2025
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    Statista (2025). YouTube Gaming leading eSports channels 2025, based on hours watched [Dataset]. https://www.ai-chatbox.pro/?_=%2Fstatistics%2F1559724%2Ftop-youtube-gaming-esports-channels-hours-watched%2F%23XgboD02vawLOoy1kVeMeNBgR8xI%3D
    Explore at:
    Dataset updated
    Apr 22, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 2025
    Area covered
    Worldwide, YouTube
    Description

    In January 2025, LCK was the most popular YouTube Gaming eSports channel, with approximately 5.08 million hours of watch time during the measured period. BLAST Premier was the second-most popular YouTube Gaming eSports channel, with about 2.66 million hours watched during that month.

  5. YouTube Gaming leading channels 2025, by peak viewers

    • statista.com
    Updated Apr 22, 2025
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    Statista (2025). YouTube Gaming leading channels 2025, by peak viewers [Dataset]. https://www.statista.com/statistics/1015585/youtube-gaming-peak-viewers/
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    Dataset updated
    Apr 22, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide, YouTube
    Description

    As of April 2025, Nintendo of America was the most popular YouTube Gaming channel based on peak viewers. This was largely due to the Nintendo Direct event earlier that month, which peaked at 1.4 million concurrent viewers.

  6. Professional Shogi Players Youtube Channel Data

    • kaggle.com
    Updated Aug 10, 2022
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    Satoshi_S (2022). Professional Shogi Players Youtube Channel Data [Dataset]. https://www.kaggle.com/datasets/satoshiss/professional-shogi-players-youtube-channel-data/code
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Aug 10, 2022
    Dataset provided by
    Kagglehttp://kaggle.com/
    Authors
    Satoshi_S
    Area covered
    YouTube
    Description

    Context

    Dataset was made from 17 professional shogi players' Youtube channels with Youtube Data API. I made a dataset from one of the channels before with Selenium on https://www.kaggle.com/datasets/satoshiss/shogi-channels-data.

    If you are interested in Shogi(Japanese Chess), please check any videos listed.

    Content

    The channel stats file has overall stats for each youtube channel and the video_details file have information on each video including title, views, likes, comment counts, tags, description, and published date.

  7. V

    Video Game Live Streaming Service Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated May 10, 2025
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    Data Insights Market (2025). Video Game Live Streaming Service Report [Dataset]. https://www.datainsightsmarket.com/reports/video-game-live-streaming-service-1421564
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    doc, pdf, pptAvailable download formats
    Dataset updated
    May 10, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global video game live streaming service market is experiencing robust growth, fueled by the increasing popularity of esports, the rise of mobile gaming, and the expanding reach of high-speed internet access. The market, estimated at $5 billion in 2025, is projected to achieve a Compound Annual Growth Rate (CAGR) of 15% from 2025 to 2033, reaching an estimated $15 billion by 2033. Key drivers include the engagement with interactive content, the rise of professional gamers and streamers as influencers, and the increasing integration of live streaming into social media platforms. The market is segmented by age demographics (Under 20, 20-30, 31-40, Over 40) and broadcasting type (Desktop and Mobile). While desktop broadcasting currently holds a larger market share, mobile broadcasting is exhibiting rapid growth due to the increasing accessibility and convenience of mobile devices. North America and Asia Pacific currently represent the largest regional markets, driven by high levels of internet penetration and a strong gaming culture. However, growth potential is significant in emerging markets as internet infrastructure continues to improve. Significant restraints to market growth include concerns over platform regulations and content moderation, the need for high-quality internet bandwidth, and competition among numerous established and emerging platforms. The increasing popularity of short-form video content may also pose a challenge to the longer-form engagement characteristic of traditional live streaming. However, innovative features like interactive streaming, improved monetization models for streamers, and the integration of virtual reality and augmented reality are expected to propel market expansion. Major players like Twitch, YouTube Gaming, Facebook Gaming, and others are constantly innovating to improve user experiences and attract new audiences. The competitive landscape remains dynamic, with opportunities for both established players and new entrants offering unique features or targeting specific niche communities. The diverse age segments highlight the broad appeal of video game live streaming across various demographics, indicating a sustainable and continuously evolving market.

  8. G

    Game Streaming Industry Report

    • marketreportanalytics.com
    doc, pdf, ppt
    Updated May 6, 2025
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    Market Report Analytics (2025). Game Streaming Industry Report [Dataset]. https://www.marketreportanalytics.com/reports/game-streaming-industry-87815
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    pdf, doc, pptAvailable download formats
    Dataset updated
    May 6, 2025
    Dataset authored and provided by
    Market Report Analytics
    License

    https://www.marketreportanalytics.com/privacy-policyhttps://www.marketreportanalytics.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global game streaming market, valued at $7.6 billion in 2025, is projected to experience robust growth, driven by a compound annual growth rate (CAGR) of 10.52% from 2025 to 2033. This expansion is fueled by several key factors. The increasing popularity of esports and competitive gaming fosters a demand for high-quality streaming platforms and services. Advancements in technology, particularly in 5G networks and cloud computing, enable smoother, lower-latency streaming experiences, further driving market adoption. The rise of mobile gaming and the increasing accessibility of high-speed internet are also significant contributors. The market is segmented by revenue model (in-game advertising, subscription, and others) and solution type (web-based platforms like Twitch and YouTube, and app-based solutions such as Xbox Game Streaming). Major players like Amazon, Microsoft, Google, and others are investing heavily in infrastructure and content to capitalize on this growth, leading to an increasingly competitive but dynamic market landscape. The significant growth in the game streaming market is also influenced by evolving consumer preferences. Viewers are increasingly seeking interactive and engaging experiences beyond traditional passive consumption. This shift is reflected in the rise of platforms that offer interactive features, such as live chats, co-streaming, and integrated social media elements. Geographic distribution shows strong growth across North America, Europe, and Asia-Pacific regions, with China and the United States representing major market hubs. However, growth potential remains significant in other regions, particularly in developing economies with expanding internet penetration and increasing smartphone adoption. While challenges like network infrastructure limitations and concerns about data security exist, the overall market trajectory points towards sustained and substantial growth over the forecast period. Recent developments include: In June 2024, Rotterdam Ahoy hosted TwitchCon Europe for the first time, bringing together thousands of streamers, viewers, and brands. This event offered a unique opportunity for the Twitch community to gather in person, celebrating creativity, competitive gaming, and fostering connections over a weekend-long festival., In October 2023, HyperX, the gaming peripherals team at HP Inc., along with OMEN Gaming, announced its role as the official sponsor of the TwitchCon Streamer Station. This partnership between HyperX and HP OMEN allows TwitchCon attendees to experience the latest HyperX products designed for gaming streamers and content creators.. Key drivers for this market are: Growing Popularity of Esports and Broadcasting of Esports Events, Growth of Video Game Streaming Software for Mobile Devices. Potential restraints include: Growing Popularity of Esports and Broadcasting of Esports Events, Growth of Video Game Streaming Software for Mobile Devices. Notable trends are: YouTube is Expected to be the Largest Web-based Solution.

  9. YouTube Gaming leading channels 2025, by average viewers

    • statista.com
    Updated Jul 10, 2025
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    Statista (2025). YouTube Gaming leading channels 2025, by average viewers [Dataset]. https://www.statista.com/statistics/1610800/youtube-gaming-average-viewers/
    Explore at:
    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide, YouTube
    Description

    As of April 2025, Minecraft was the most popular YouTube Gaming channel based on the average number of viewers. During the measured period, gaming streams on the Minecraft channel averaged ******* viewers. Nintendo of America was ranked second with over ******* average streaming viewers.

  10. YouTube: most viewed channels 2025

    • ai-chatbox.pro
    • statista.com
    Updated Jan 28, 2025
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    Statista Research Department (2025). YouTube: most viewed channels 2025 [Dataset]. https://www.ai-chatbox.pro/?_=%2Ftopics%2F2019%2Fyoutube%2F%23XgboD02vawLOoy1kVeMeNBgR8xI%3D
    Explore at:
    Dataset updated
    Jan 28, 2025
    Dataset provided by
    Statistahttp://statista.com/
    Authors
    Statista Research Department
    Area covered
    YouTube
    Description

    As of January 2025, the ranking of the most popular YouTube channels based on monthly views is dominated by music and children's content. Wiz Khalifa's Music channel was ranked first with a whopping six billion channel views, while Wow Kidz ranked second with over five billion video views in the last examined month. Indian music record channel T-Series -which ranked first continuously in 2021 and 2022, placed third with 2.72 billion video views. Most subscribed YouTube channels When looking at the most-subscribed YouTube channels: Indian music label T-Series was ranked first with 229 million channel subscribers. The video game commentator Felix Kjellberg, aka PewDiePie, ranked seventh, with roughly 111 million subscribers, after being surpassed by Jimmy Donaldson, aka MrBeast in November 2022. As of June 2022, PewDiePie was still the most subscribed gaming-content channel on YouTube, followed by Salvadorian YouTuber Fernanfloo with 45 million global subscribers. Creators' earnings MrBeast was the highest-earning YouTuber in 2021, with 54 million U.S. dollars. Ryan Kaji from Ryan's World was among the youngest content creators making the rankings of the highest-earning YouTubers in 2021, with an estimated revenue of 27 million U.S. dollars. Ryan’s channel was set up by his parents in March 2015, when the young content creator was three years old. MrBeast was also the leading content creator on YouTube based on Influence Media Value, while PewDiePie ranked third with an evaluation of around 3.91 million U.S. dollars.

  11. Channels used for mobile game awareness in the U.S. 2024

    • statista.com
    • ai-chatbox.pro
    Updated Jul 1, 2025
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    Statista (2025). Channels used for mobile game awareness in the U.S. 2024 [Dataset]. https://www.statista.com/statistics/535867/new-game-discovery-sources-mobile-gamers-usa/
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    Dataset updated
    Jul 1, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Mar 22, 2024 - Mar 29, 2024
    Area covered
    United States
    Description

    A March 2024 survey found that 40 percent of mobile gamers in the United States found out about mobile games via word of mouth from friends or family. The usage of app stores on mobile devices was the second-most important app discovery channel as 32 percent of the respondents claimed usage. Seeing mobile games on YouTube was utilized by 24 percent of gamers.

  12. YouTube's market share monthly in Poland 2024-2025

    • statista.com
    • ai-chatbox.pro
    Updated Jul 10, 2025
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    Statista (2025). YouTube's market share monthly in Poland 2024-2025 [Dataset]. https://www.statista.com/statistics/976218/poland-youtube-s-market-share/
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    Dataset updated
    Jul 10, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Apr 2024 - Apr 2025
    Area covered
    Poland
    Description

    YouTube's market share in Poland's social media landscape has fluctuated throughout the observed period, reaching a low of **** percent in August 2024. This figure reflects a dynamic digital environment where various platforms compete for user attention. Despite this relatively small market share, YouTube remains a significant player in Poland's online ecosystem, with its influence extending beyond mere percentages. User demographics and engagement YouTube's popularity in Poland was particularly strong among certain demographics. Women and individuals aged 30 to 49 made up the largest portion of the platform's user base in the country. Interestingly, younger audiences also showed high engagement, with boys aged 7 to 14 spending nearly two hours daily on YouTube in 2023. This diverse user profile underscores YouTube's broad appeal across age groups and genders. Content trends and channel growth The platform's content landscape in Poland was dynamic and evolving. "Piosenki" (songs) topped the list of YouTube search queries in 2023, indicating a strong interest in music-related content. As of September 2024, the children's channel "Bazylland" led Polish YouTube channels with **** million subscribers, followed by gamer and vlogger "Blowek" with **** million. These figures highlight the diverse content ecosystem on YouTube in Poland, ranging from entertainment for young audiences to gaming and vlogging content for older viewers.

  13. U.S. gamers time spent on watching gaming content on YouTube 2025

    • statista.com
    Updated Mar 27, 2025
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    Statista (2025). U.S. gamers time spent on watching gaming content on YouTube 2025 [Dataset]. https://www.statista.com/statistics/1607918/us-time-spent-watching-youtube-gaming-content/
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    Dataset updated
    Mar 27, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jan 13, 2025 - Jan 14, 2025
    Area covered
    United States
    Description

    According to a survey conducted in January 2025, around 16 percent of adult video gamers in the United States spent more than four hours on watching gaming content on YouTube each week. Around two in 10 U.S. gamers reported spending two to three hours weekly watching YouTube videos related to gaming. The percentage of gamers watching relevant content on the video platform for half to one hour was approximately 30 percent.

  14. E

    Esports Live Streaming Platform Report

    • datainsightsmarket.com
    doc, pdf, ppt
    Updated May 3, 2025
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    Data Insights Market (2025). Esports Live Streaming Platform Report [Dataset]. https://www.datainsightsmarket.com/reports/esports-live-streaming-platform-524265
    Explore at:
    pdf, doc, pptAvailable download formats
    Dataset updated
    May 3, 2025
    Dataset authored and provided by
    Data Insights Market
    License

    https://www.datainsightsmarket.com/privacy-policyhttps://www.datainsightsmarket.com/privacy-policy

    Time period covered
    2025 - 2033
    Area covered
    Global
    Variables measured
    Market Size
    Description

    The global esports live streaming platform market is experiencing explosive growth, driven by the surging popularity of esports itself and the increasing accessibility of high-speed internet. The market, estimated at $2 billion in 2025, is projected to maintain a robust Compound Annual Growth Rate (CAGR) of 20% from 2025 to 2033, reaching an impressive $9 billion by the end of the forecast period. This growth is fueled by several key factors. The rise of mobile gaming and increased viewership on platforms like Twitch, YouTube Live, and Facebook Gaming contribute significantly. Moreover, the diversification of revenue streams, including advertisements, subscriptions, rewards, virtual gifts, and sponsorships, ensures a sustainable and expanding market. The professional esports leagues segment commands a significant market share, but the amateur events segment is rapidly gaining traction, creating a larger and more inclusive audience. Geographic expansion, particularly in rapidly developing Asian markets, presents a considerable opportunity for market players. However, challenges remain. Competition is fierce amongst established and emerging platforms, requiring continuous innovation and investment in technology and content. Maintaining user engagement and mitigating issues such as toxicity and cheating within the streaming environment are also crucial. Regulation and copyright issues related to streaming content also present hurdles. Despite these challenges, the long-term outlook for the esports live streaming platform market remains extremely positive, with continued growth driven by technological advancements, expanding esports viewership, and new monetization strategies. The segmentation by application (advertisements, subscriptions, etc.) and type (professional/amateur leagues) allows for targeted marketing and platform development, further fueling growth across different segments of the market.

  15. Hours watched on leading gaming live stream platforms Q1 2024, by gaming...

    • statista.com
    • ai-chatbox.pro
    Updated Jun 25, 2025
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    Statista (2025). Hours watched on leading gaming live stream platforms Q1 2024, by gaming content [Dataset]. https://www.statista.com/statistics/1482336/hours-watched-streamlabs-platform-by-gaming-content/
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    Dataset updated
    Jun 25, 2025
    Dataset authored and provided by
    Statistahttp://statista.com/
    Area covered
    Worldwide
    Description

    During the first quarter of 2024, Twitch users watched approximately *** million hours of new game release content on the popular video platform. Additionally, Twitch recorded users watching over *** billion hours of content on general gaming. YouTube users watched approximately *** million hours of live-streamed gaming content, as well as **** million gaming release live content. Steam's broadcasting function allowed users to watch their friends or favorite streamers watch their gaming sessions live, for almost ** million hours during the first quarter of 2024.

  16. YouTube: number of concurrent viewers of eSports worldwide 2017-2023

    • statista.com
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    Statista, YouTube: number of concurrent viewers of eSports worldwide 2017-2023 [Dataset]. https://www.statista.com/statistics/1129353/youtube-esport-concurrent-viewers/
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    Dataset authored and provided by
    Statistahttp://statista.com/
    Time period covered
    Jul 2019
    Area covered
    Worldwide, YouTube
    Description

    The eSports market has boomed in recent years with more and more viewers tuning in to watch their favorite games being played by some of the best gamers in the world. Players can compete against each other, individually or in teams, in multiplayer video game tournaments across the world. According to a 2019 report, concurrent viewers of eSports on YouTube are estimated to reach more *** million in 2023.

  17. Gaming Computer Market Analysis, Size, and Forecast 2025-2029: North America...

    • technavio.com
    Updated Oct 1, 2002
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    Technavio (2002). Gaming Computer Market Analysis, Size, and Forecast 2025-2029: North America (US and Canada), Europe (France, Germany, Italy, Spain, and UK), APAC (China, India, and Japan), and Rest of World (ROW) [Dataset]. https://www.technavio.com/report/gaming-computer-market-industry-analysis
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    Dataset updated
    Oct 1, 2002
    Dataset provided by
    TechNavio
    Authors
    Technavio
    Time period covered
    2021 - 2025
    Area covered
    Italy, Spain, United Kingdom, Japan, France, Germany, Canada, United States, Global
    Description

    Snapshot img

    Gaming Computer Market Size 2025-2029

    The gaming computer market size is forecast to increase by USD 70.76 billion, at a CAGR of 16.3% between 2024 and 2029.

    The market is experiencing significant shifts driven by the surge in popularity of e-sports and the integration of advanced technologies such as AI and machine learning. These developments have intensified the competition among players, leading to an increased focus on performance and graphics capabilities. However, the market faces challenges as well. The rise of mobile gaming, with its convenience and accessibility, is attracting an increasing number of casual gamers away from traditional gaming computers. This trend poses a threat to the market, particularly for less-performance-intensive games.
    Companies must adapt by offering innovative solutions that cater to both hardcore and casual gamers, leveraging the power of AI and machine learning to enhance gaming experiences and bridge the gap between desktop and mobile platforms. By doing so, they can capitalize on the market's potential and navigate the challenges effectively.
    

    What will be the Size of the Gaming Computer 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, driven by advancements in technology and shifting consumer preferences. Price-to-performance ratio remains a key consideration for gamers, with high-performance computing (HPC) components, such as graphics cards and processors, delivering superior gaming experiences. Game engines and thermal management solutions, including thermal paste, air cooling, and liquid cooling, ensure optimal performance and energy efficiency. Augmented reality (AR) and virtual reality (VR) technologies are increasingly integrated into gaming systems, expanding the immersive gaming experience. Game development tools and online sales platforms facilitate the creation and distribution of new content. Operating systems (OS) and cooling systems, including water cooling loops and case fans, are essential for maintaining system stability and performance.

    The ongoing integration of machine learning (ML) and artificial intelligence (AI) technologies enhances gaming experiences and enables new applications, such as cloud gaming and esports arenas. Gaming peripherals, including mice, keyboards, headsets, and chairs, offer enhanced functionality and customization options. Direct-to-consumer (DTC) sales and digital distribution channels continue to disrupt traditional retail sales models. Power consumption and display resolution are critical factors for energy-efficient gaming systems. Content creation and game streaming platforms provide new revenue streams for gamers and developers alike. Additionally, the rise of platforms such as Twitch and YouTube Gaming, which collectively attracted over 1.3 billion hours of watch time per month in 2023, is creating new monetization channels for gamers and developers. Market dynamics are shaped by ongoing technological advancements, consumer trends, and competitive pressures. Gaming computers are no longer just for entertainment; they are becoming essential tools for content creation, education, and professional applications.The gaming market is a dynamic and evolving space, with new innovations and applications emerging constantly.

    How is this Gaming Computer Industry segmented?

    The gaming computer industry research report provides comprehensive data (region-wise segment analysis), with forecasts and estimates in 'USD million' for the period 2025-2029, as well as historical data from 2019-2023 for the following segments.

    Distribution Channel
    
      Offline
      Online
    
    
    Product
    
      Desktop
      Laptop
    
    
    End-user
    
      Professional gamers
      Casual gamers
      Game developers
      Others
    
    
    Geography
    
      North America
    
        US
        Canada
    
    
      Europe
    
        France
        Germany
        Italy
        Spain
        UK
    
    
      APAC
    
        China
        India
        Japan
    
    
      Rest of World (ROW)
    

    By Distribution Channel Insights

    The offline segment is estimated to witness significant growth during the forecast period.

    The market continues to evolve, with various trends shaping consumer preferences. Input lag, a critical factor for gamers, is being addressed through advanced graphics cards and response times. High-performance computing (HPC) and virtual reality (VR) readiness are increasingly important for immersive gaming experiences. High-performance computing (HPC) and virtual reality (VR) readiness have become key differentiators, with over 40% of new gaming PCs in 2024 featuring VR-capable GPUs.Esports arenas and online sales platforms cater to the competitive gaming community. Air cooling and liquid cooling systems ensure efficient thermal management, while energy efficiency remains a priority for direct

  18. S

    Global Live Game Streaming Platforms Market Strategic Planning Insights...

    • statsndata.org
    excel, pdf
    Updated Jul 2025
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    Stats N Data (2025). Global Live Game Streaming Platforms Market Strategic Planning Insights 2025-2032 [Dataset]. https://www.statsndata.org/report/live-game-streaming-platforms-market-54482
    Explore at:
    pdf, excelAvailable download formats
    Dataset updated
    Jul 2025
    Dataset authored and provided by
    Stats N Data
    License

    https://www.statsndata.org/how-to-orderhttps://www.statsndata.org/how-to-order

    Area covered
    Global
    Description

    The Live Game Streaming Platforms market has emerged as a dynamic segment within the broader gaming industry, revolutionizing how players and audiences engage with video games. With the rise of platforms like Twitch, YouTube Gaming, and Facebook Gaming, millions of gamers are streaming live gameplay, creating intera

  19. League of Legends LCK Regional Finals 2024 Stats

    • kaggle.com
    Updated Sep 22, 2024
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    smvjkk (2024). League of Legends LCK Regional Finals 2024 Stats [Dataset]. https://www.kaggle.com/datasets/smvjkk/league-of-legends-lck-regional-finals-2024-stats/discussion?sort=undefined
    Explore at:
    CroissantCroissant is a format for machine-learning datasets. Learn more about this at mlcommons.org/croissant.
    Dataset updated
    Sep 22, 2024
    Dataset provided by
    Kaggle
    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/LCK%20Regional%20Finals%202024/) and also from official account of the League of Legends LCK Youtube Channel (https://www.youtube.com/@LCKglobal)

    Dataset Contents:

    • 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
    • Solo kills: Number of solo kills
    • Double kills: Number of double kills
    • Triple kills: Number of triple kills
    • Quadra kills: Number of quadra kills
    • Penta kills: Number of pentakills

    Early Game Metrics:

    • GD@15: Gold Difference at 15 minutes
    • CSD@15: Creep Score Difference at 15 minutes
    • XPD@15: Experience Difference at 15 minutes
    • LVLD@15: Level Difference at 15 minutes

    Objective Control:

    • Objectives Stolen: Number of objectives stolen
    • Damage dealt to turrets: Total damage dealt to turrets
    • Damage dealt to buildings: Total damage dealt to buildings

    Healing and Mitigation:

    • Total heal: Total healing done
    • Total Heals On Teammates: Total healing done on teammates
    • Damage self mitigated: Total damage self-mitigated
    • Total Damage Shielded On Teammates: Total damage shielded on teammates

    Crowd Control Metrics:

    • Time ccing others: Time spent crowd controlling others
    • Total Time CC Dealt: Total crowd control time dealt

    Survival and Economy:

    • Total damage taken: Total damage taken
    • Total Time Spent Dead: Total time spent dead
    • Consumables purchased: Number of consumables purchased
    • Items Purchased: Number of items purchased
    • Shutdown bounty collected: Total shutdown bounty collected
    • Shutdown bounty lost: Total shutdown bounty lost
  20. D

    Metroidvania Games Market Report | Global Forecast From 2025 To 2033

    • dataintelo.com
    csv, pdf, pptx
    Updated Oct 3, 2024
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    Dataintelo (2024). Metroidvania Games Market Report | Global Forecast From 2025 To 2033 [Dataset]. https://dataintelo.com/report/metroidvania-games-market
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    csv, pdf, pptxAvailable download formats
    Dataset updated
    Oct 3, 2024
    Dataset authored and provided by
    Dataintelo
    License

    https://dataintelo.com/privacy-and-policyhttps://dataintelo.com/privacy-and-policy

    Time period covered
    2024 - 2032
    Area covered
    Global
    Description

    Metroidvania Games Market Outlook



    The global market size for Metroidvania games was valued at USD 1.2 billion in 2023 and is projected to reach USD 2.8 billion by 2032, growing at a CAGR of 9.1% from 2024 to 2032. This growth can be attributed to the increasing popularity of Metroidvania games among various age groups and the rising adoption of gaming platforms globally. The market is being driven by technological advancements, which have enhanced game development and user experiences, thereby attracting a broader audience. The expanding reach of digital distribution channels also plays a crucial role in this market's growth.



    One of the primary growth factors in the Metroidvania games market is the increasing penetration of smartphones and gaming consoles. With the advancement in technology, gaming devices have become more affordable and powerful, making high-quality games accessible to a larger audience. This trend is particularly noticeable among younger demographics who are more inclined to engage in gaming as a form of entertainment. Furthermore, the rise of mobile gaming has opened up new avenues for Metroidvania games, allowing developers to target a more extensive selection of platforms and reach a broader audience.



    Another significant growth driver is the increasing investment in game development by both small indie developers and large gaming corporations. Indie developers are particularly noteworthy in the Metroidvania segment due to their innovative approaches and unique storytelling techniques. This has led to a surge in high-quality, engaging Metroidvania titles that have captivated audiences worldwide. Large corporations, on the other hand, are investing heavily in marketing and distribution, ensuring that their games reach a global audience. The combination of these efforts has resulted in a rich, diverse market landscape that caters to various gamer preferences.



    The growing popularity of eSports and online streaming platforms has also contributed to the market's growth. Platforms like Twitch and YouTube Gaming have provided gamers with a stage to showcase their skills, thereby increasing the visibility and appeal of Metroidvania games. This trend has led to greater community engagement and has created a sense of camaraderie among players, further driving the market. Additionally, the monetization opportunities available through these platforms have encouraged more developers to produce high-quality Metroidvania games.



    Regionally, North America and Asia Pacific are expected to dominate the Metroidvania games market. North America, with its advanced technological infrastructure and high disposable incomes, has always been a significant market for gaming. The region's strong ecosystem of developers, coupled with a massive gamer base, provides a fertile ground for the growth of Metroidvania games. On the other hand, the Asia Pacific region is experiencing rapid growth due to the increasing popularity of mobile gaming and the rising number of internet users. Countries like China, Japan, and South Korea are the primary contributors to this growth, driven by their robust gaming cultures and technological advancements.



    Platform Analysis



    The Metroidvania games market is segmented by platform into PC, console, and mobile. The PC segment has traditionally been the most dominant platform for Metroidvania games, primarily due to the flexibility and power that PCs offer. Gamers appreciate the high level of customization and superior graphics that PCs provide, making it an ideal platform for playing complex, visually-rich Metroidvania games. Moreover, the indie game development community has a strong presence on PC, frequently releasing innovative and unique Metroidvania titles that keep the platform vibrant and appealing.



    Consoles represent another significant segment in the Metroidvania games market. Major gaming consoles like PlayStation, Xbox, and Nintendo Switch have large, dedicated user bases that are always eager for new gaming experiences. The console market benefits from exclusive titles and high production values, which are often associated with Metroidvania games. The user-friendly interface and ease of access make consoles a popular choice for both casual and hardcore gamers. Additionally, the strong marketing and distribution networks of console manufacturers ensure that Metroidvania games receive significant exposure.



    Mobile platforms are rapidly gaining traction in the Metroidvania games market. The proliferation of smartphones and tablets, coupled with improvements in mobile hardware, has m

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Statista (2025). U.S. leading YouTube gaming content genres 2025 [Dataset]. https://www.statista.com/statistics/1607935/us-popular-gaming-content-types-youtube/
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U.S. leading YouTube gaming content genres 2025

Explore at:
Dataset updated
Mar 27, 2025
Dataset authored and provided by
Statistahttp://statista.com/
Time period covered
Jan 13, 2025 - Jan 14, 2025
Area covered
United States
Description

According to a survey conducted in January 2025, around five in 10 adult gamers in the United States reported watching gaming guides and tutorials on YouTube. Game reviews and funny clips content categories on YouTube were popular among 40 percent of U.S. gaming enthusiasts. Game trailers followed, with the popularity of these promotional videos among 38 percent of survey respondents.

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