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Market Estimates for the Bangladesh Gaming Industry: Monthly Revenue and Active Gamers by Platform (2010–2025)

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NIAID Data Ecosystem2026-05-10 收录
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https://data.mendeley.com/datasets/jm6rrhk9gv
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This dataset consists of monthly gaming market estimates in Bangladesh from January 2010 to June 2025, segmented by platform (Mobile and PC/Console) and contains some information about revenue (in USD) and active gaming users (in millions), with some thin annotations on major events. The estimates or projections suggest tremendous growth in the industry during this period, particularly in terms of mobile gaming, which has led to users and in revenue. The estimates or projections also suggest the growth of the industry from a market that previously relied on piracy, to one that is more digitally based. The dataset captures several noteworthy moments in that transition period, including when 3G/4G internet was introduced, when famous local titles were introduced to the market (e.g. Heroes of 71), and when the COVID-19 pandemic impacted online consumption. The dataset contains a total of 372 estimates or projections and could be used to assess trends for the growth of digital entertainment, economic growth in emerging markets like Bangladesh, and the role of major market events in establishing the foundation of gaming in Bangladesh. Revenue data went from approximately $1.96 million in 2010 to over $121.6 million in 2024 (2025 is still a partial dataset but also indicates growth). The mobile portion of the market has had the strongest growth with monthly average users going from approximately 0.57 million in 2010 to around ~75 million in mid-2025. The PC/Console market remains small with steady, slower growth, but continued upward trends, nonetheless. Overall, this dataset is well positioned for either time series analysis, various econometric modeling studies, or comparative studies on gaming markets in South Asia. It was assessed using Python (pandas) to check for integrity, trends, and aggregates.
创建时间:
2025-11-20
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