Gaming Matchmaking Efficiency Metrics
This dataset provides detailed efficiency metrics from multiplayer gaming matchmaking sessions, including latency statistics, skill balancing measures, and user experience indicators. It enables comprehensive analysis of matchmaking performance, player satisfaction, and areas for optimization in online multiplayer environments.
Sample rows
preview · 8 of 200 rows · all 14 columns| match_idstring | game_modestring | abandonment_ratefloat | rematch_requestedboolean | regionstring | match_datetimedatetime | player_countinteger | average_latency_msfloat | max_latency_msfloat | min_latency_msfloat | skill_rating_stddevfloat | average_skill_ratingfloat | matchmaking_duration_secfloat | user_experience_scorefloat |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| NA_ranked_20240414A1 | ranked | 0 | true | NA | 2024-04-14T15:23:19Z | 8 | 22.5 | 45.8 | 17.2 | 12.7 | 1548.4 | 18.1 | 9.2 |
| EU_casual_20240419B2 | casual | 1.2 | false | EU | 2024-04-19T18:07:41Z | 24 | 33.8 | 82.6 | 19.3 | 16.4 | 1361.7 | 29.6 | 8.5 |
| ASIA_team_20240307C3 | team_deathmatch | 18.7 | false | ASIA | 2024-03-07T09:43:33Z | 42 | 115.9 | 288.7 | 54.5 | 38.7 | 625.2 | 94.2 | 5.4 |
| OCE_capture_20240523D4 | capture_the_flag | 0 | true | OCE | 2024-05-23T02:56:58Z | 6 | 38.7 | 55.2 | 21.8 | 8.3 | 2012.4 | 13.4 | 8.9 |
| SA_casual_20240315E5 | casual | 3.5 | false | SA | 2024-03-15T19:12:26Z | 30 | 79.1 | 122.9 | 61.5 | 26.2 | 1025.4 | 42.5 | 7.2 |
| AFR_casual_20240510F6 | casual | 11.7 | false | AFR | 2024-05-10T13:38:51Z | 19 | 181.6 | 268.9 | 83.2 | 37.6 | 890.9 | 56.3 | 5.9 |
| NA_team_20240421G7 | team_deathmatch | 7.9 | false | NA | 2024-04-21T21:34:28Z | 36 | 41.2 | 125.1 | 29.7 | 30.1 | 1178.2 | 71.8 | 7.1 |
| EU_ranked_20240501H8 | ranked | 0 | true | EU | 2024-05-01T17:27:15Z | 10 | 19.6 | 37.4 | 14.3 | 10.8 | 1652.9 | 15.4 | 9.6 |
| OCE_casual_20240325I9 | casual | 2.3 | false | OCE | 2024-03-25T11:19:52Z | 14 | 28.5 | 67.1 | 12.6 | 13.5 | 1278.3 | 22.8 | 8.2 |
| ASIA_ranked_20240429J0 | ranked | 0 | true | ASIA | 2024-04-29T07:32:44Z | 6 | 51.3 | 90.5 | 27.2 | 17.1 | 2389.6 | 13.9 | 8.8 |
| OTHER_other_20240503K1 | other | 100 | false | OTHER | 2024-05-03T00:00:04Z | 100 | 9999.9 | 9999.9 | 9999.9 | 999.9 | 9999.9 | 3600 | 0 |
| SA_team_20240417L2 | team_deathmatch | 29.7 | false | SA | 2024-04-17T15:05:30Z | 58 | 109.2 | 202.4 | 63.9 | 62.8 | 878.1 | 112.3 | 4.2 |
| AFR_team_20240320M3 | team_deathmatch | 27.5 | false | AFR | 2024-03-20T20:37:42Z | 39 | 452.7 | 712.3 | 320.5 | 62.2 | 492.6 | 74.9 | 3.7 |
| EU_capture_20240418N4 | capture_the_flag | 0 | true | EU | 2024-04-18T16:49:12Z | 4 | 10.4 | 19.6 | 5.7 | 3.6 | 2073.3 | 7.3 | 9.7 |
| OCE_ranked_20240422O5 | ranked | 0 | true | OCE | 2024-04-22T08:16:57Z | 7 | 32.9 | 61.2 | 21.9 | 15.9 | 1924.8 | 16.5 | 9.1 |
| NA_casual_20240430P6 | casual | 1.8 | false | NA | 2024-04-30T13:45:34Z | 16 | 18.7 | 39.2 | 10.2 | 12.4 | 1590.7 | 19.1 | 8.7 |
| EU_casual_20240507Q7 | casual | 2.7 | false | EU | 2024-05-07T22:21:14Z | 22 | 31.1 | 90.8 | 17.6 | 15.1 | 1256.3 | 25.2 | 8.3 |
| ASIA_capture_20240504R8 | capture_the_flag | 0 | true | ASIA | 2024-05-04T10:36:29Z | 5 | 27.8 | 34.6 | 11.4 | 7.5 | 1755.2 | 10.7 | 9 |
| OCE_team_20240329S9 | team_deathmatch | 10.5 | false | OCE | 2024-03-29T05:48:21Z | 28 | 49.8 | 142.3 | 37.6 | 28.9 | 1054.7 | 52.1 | 6.6 |
| SA_capture_20240411T0 | capture_the_flag | 0.6 | true | SA | 2024-04-11T03:14:05Z | 9 | 41.9 | 73.2 | 22.7 | 14.2 | 1598.5 | 17.6 | 8.4 |
What the 200 rows show
from the 200-row sampleRanked (game mode) stands out: 36 of its 39 rows have rematch_
- 36%rematch_
requested = true - 4.0median abandonment_
rate - 20median player_
count - 53.1median average_
latency_ ms - 110.1median max_
latency_ ms - 28.6median min_
latency_ ms
Median 4.0, from 0.0 to 100.0.
- string 3
- integer 1
- float 8
- datetime 1
- boolean 1
Columns
14 columns in four groups| column | type | description | example |
|---|---|---|---|
| Text 3 columns | |||
match_id | string | Unique identifier for each matchmaking sessionunique | NA_ranked_20240414A1 |
game_mode | string | Type or mode of the game played (e.g., ranked, casual, team deathmatch)ranked · casual · team_deathmatch · capture_the_flag · other | ranked |
region | string | Geographical region or server location for the match7 values | NA |
| Numbers 9 columns | |||
player_count | integer | Total number of players in the match2 to 100 | 8 |
average_latency_ms | float | Average network latency (milliseconds) experienced by players during matchmaking0 or more | 22.5 |
max_latency_ms | float | Maximum network latency (milliseconds) experienced by any player in the match0 or more | 45.8 |
min_latency_ms | float | Minimum network latency (milliseconds) experienced by any player in the match0 or more | 17.2 |
skill_rating_stddev | float | Standard deviation of player skill ratings in the match (lower values indicate better skill balancing)0 or more | 12.7 |
average_skill_rating | float | Average skill rating of all players in the match0 or more | 1548.4 |
matchmaking_duration_sec | float | Time taken (in seconds) to complete the matchmaking process for this match0 or more | 18.1 |
user_experience_score | float | Aggregated user experience score for the match (e.g., from post-match surveys, scale 0-10)0 to 10 · optional | 9.2 |
abandonment_rate | float | Percentage of players who left the match before completion (0-100)0 to 100 · optional | 0 |
| Dates and times 1 column | |||
match_datetime | datetime | Timestamp when the matchmaking session occurred | 2024-04-14T15:23:19Z |
| True or false 1 column | |||
rematch_requested | boolean | Indicates if a rematch was requested by any playeroptional | true |
Use it for
A gaming dashboard
The rematch_
requested rate, abandonment_ rate by game_ mode and a breakdown of region. Excel, Power BI or Tableau. Why do 71 of 200 rows have rematch_
requested = true? A root-cause class exercise
Hand out the rows and one question. The answer is in the data, not in the brief.
- Matches200NA_ranked_20240414A10rankedEU_casual_20240419B21.2casualOCE_capture_20240523D40capture_…
A software demo
Believable matches with match_
datetime, game_ mode and region to fill a screen in front of a buyer.
blueprint · gaming-matchmaking-efficiency-metrics
Behind this dataset
Same schema. As many rows as you need.
These 200 rows came out of a blueprint — 14 columns with generation rules behind each one. Open it in Data Factory to retune a column, add your own, wire in foreign keys, and run it at the size you actually need.
- Match ID per record
- Latency measured in ms (20-600)
- Skill variance per match logged
- User satisfaction score 1-5
1 credit per row. Preview 20 rows free. Buy rows for the full run.
- Exports
- CSV, JSON, JSONL, Parquet, SQL, Excel, TSV, XML
- Licence
- yours to use, including commercially
- API slug
- gaming-matchmaking-efficiency-metrics