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Genre gap

Supply versus demand across game genres: the experiences measured in each genre against the live players they command. Genre is classified from each game’s own name and description. High players per game means demand is concentrated on few titles — an opening. All measured, never estimated; it fills in as the classifier works.

Racing182/game · 5,919 games · 1,076,319 playing
Survival147/game · 5,371 games · 787,204 playing
Card & board101/game · 183 games · 18,569 playing
Simulator84/game · 34,861 games · 2,941,902 playing
Tycoon80/game · 18,009 games · 1,445,967 playing
Shooter77/game · 10,242 games · 793,011 playing
Sports74/game · 4,343 games · 323,232 playing
Sandbox & building56/game · 3,472 games · 193,012 playing
Puzzle53/game · 2,570 games · 137,178 playing
Fighting & PvP53/game · 11,792 games · 630,552 playing
Horror52/game · 16,742 games · 873,139 playing
Tower defense49/game · 4,409 games · 215,964 playing
Minigames46/game · 7,522 games · 349,141 playing
Adventure41/game · 10,539 games · 430,537 playing
Roleplay36/game · 61,056 games · 2,222,483 playing
Obby36/game · 36,390 games · 1,309,362 playing
Clicker & idle27/game · 2,006 games · 53,469 playing
Music & rhythm14/game · 1,487 games · 20,639 playing
Social & hangout13/game · 22,240 games · 283,906 playing
Story & narrative4/game · 172 games · 707 playing
Other1/game · 74,033 games · 65,274 playing
Anime fangames0/game · 7 games · 0 playing

Genres with at least three classified games. Bars show average live players per game (demand concentration); the counts show total supply and total demand. Only group-owned experiences are measured here.