• Gaming
  • 14 columns
  • 200 rows
  • 8 formats

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.

  • last updated 21 Aug 2025
  • by GoMask
The brief that made it

Analyzing matchmaking algorithm effectiveness and fairness

Sample rows

preview · 8 of 200 rows · all 14 columns
match_idstringgame_modestringabandonment_ratefloatrematch_requestedbooleanregionstringmatch_datetimedatetimeplayer_countintegeraverage_latency_msfloatmax_latency_msfloatmin_latency_msfloatskill_rating_stddevfloataverage_skill_ratingfloatmatchmaking_duration_secfloatuser_experience_scorefloat
NA_ranked_20240414A1ranked0trueNA2024-04-14T15:23:19Z822.545.817.212.71548.418.19.2
EU_casual_20240419B2casual1.2falseEU2024-04-19T18:07:41Z2433.882.619.316.41361.729.68.5
ASIA_team_20240307C3team_deathmatch18.7falseASIA2024-03-07T09:43:33Z42115.9288.754.538.7625.294.25.4
OCE_capture_20240523D4capture_the_flag0trueOCE2024-05-23T02:56:58Z638.755.221.88.32012.413.48.9
SA_casual_20240315E5casual3.5falseSA2024-03-15T19:12:26Z3079.1122.961.526.21025.442.57.2
AFR_casual_20240510F6casual11.7falseAFR2024-05-10T13:38:51Z19181.6268.983.237.6890.956.35.9
NA_team_20240421G7team_deathmatch7.9falseNA2024-04-21T21:34:28Z3641.2125.129.730.11178.271.87.1
EU_ranked_20240501H8ranked0trueEU2024-05-01T17:27:15Z1019.637.414.310.81652.915.49.6

What the 200 rows show

from the 200-row sample

Ranked (game mode) stands out: 36 of its 39 rows have rematch_requested = true, against 35 of 161 for the rest.

  • 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
Rematch requested rate by game_moderematch_requested = true
0%50%100%92%ranked36 of 3911%casual7 of 620%team_d…0 of 4980%captur…28 of 350%other0 of 15
abandonment_rate200 rows, in bands of 10
0601201202519156000015050100abandonment_rate →

Median 4.0, from 0.0 to 100.0.

region200 rows · 7 values
  1. EU43
  2. OCE37
  3. NA33
  4. ASIA27
  5. SA27
  6. AFR24
  7. OTHER9
14 columns by typefrom the column list below
  • string 3
  • integer 1
  • float 8
  • datetime 1
  • boolean 1

Columns

14 columns in four groups
blueprint · 14 columns
columntypedescriptionexample
Text 3 columns
match_idstringUnique identifier for each matchmaking sessionuniqueNA_ranked_20240414A1
game_modestringType or mode of the game played (e.g., ranked, casual, team deathmatch)ranked · casual · team_deathmatch · capture_the_flag · otherranked
regionstringGeographical region or server location for the match7 valuesNA
Numbers 9 columns
player_countintegerTotal number of players in the match2 to 1008
average_latency_msfloatAverage network latency (milliseconds) experienced by players during matchmaking0 or more22.5
max_latency_msfloatMaximum network latency (milliseconds) experienced by any player in the match0 or more45.8
min_latency_msfloatMinimum network latency (milliseconds) experienced by any player in the match0 or more17.2
skill_rating_stddevfloatStandard deviation of player skill ratings in the match (lower values indicate better skill balancing)0 or more12.7
average_skill_ratingfloatAverage skill rating of all players in the match0 or more1548.4
matchmaking_duration_secfloatTime taken (in seconds) to complete the matchmaking process for this match0 or more18.1
user_experience_scorefloatAggregated user experience score for the match (e.g., from post-match surveys, scale 0-10)0 to 10 · optional9.2
abandonment_ratefloatPercentage of players who left the match before completion (0-100)0 to 100 · optional0
Dates and times 1 column
match_datetimedatetimeTimestamp when the matchmaking session occurred2024-04-14T15:23:19Z
True or false 1 column
rematch_requestedbooleanIndicates if a rematch was requested by any playeroptionaltrue

Use it for

  • rematch reques…36%71 of 200 rowsmean abandonment rate…0.45rank…6.1casu…27.1team…3.4capt…

    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.

  • A software demo

    Believable matches with match_datetime, game_mode and region to fill a screen in front of a buyer.

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This dataset200 rows14 columns
Yours1,000 rows14 columnsregion: UK only

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.

Rules it was built with
  • Match ID per record
  • Latency measured in ms (20-600)
  • Skill variance per match logged
  • User satisfaction score 1-5
Rows
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Exports
CSV, JSON, JSONL, Parquet, SQL, Excel, TSV, XML
Licence
yours to use, including commercially
API slug
gaming-matchmaking-efficiency-metrics

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