• Gaming
  • 19 columns
  • 200 rows
  • 8 formats

Matchmaking System Performance Data

This dataset captures detailed performance metrics for online game matchmaking systems, including match quality, latency, queue times, player counts, and feedback scores. It enables game developers to analyze and optimize matchmaking algorithms, improve player satisfaction, and monitor system health across regions and game titles. The data is ideal for identifying bottlenecks, balancing matches, and enhancing overall multiplayer experiences.

  • last updated 20 Aug 2025
  • by GoMask
The brief that made it

Optimizing matchmaking algorithms for online games

Sample rows

preview · 8 of 200 rows · all 19 columns
match_idstringregionstringaverage_latency_msfloatsuccessful_matchmakingbooleangame_titlestringmatch_start_timedatetimematch_end_timedatetimeplayer_countintegeraverage_player_skill_ratingfloatmatch_quality_scorefloatmax_latency_msfloatmin_latency_msfloatmatch_duration_secondsintegerabandoned_player_countintegeraverage_queue_time_secondsfloatmax_queue_time_secondsfloatmin_queue_time_secondsfloatplayer_feedback_scorefloatmatch_typestring
M001NA29.4trueBattleFrontier2024-05-01T12:03:18Z2024-05-01T12:46:21Z81852.30.9149.514.22598018.143.57.44.8ranked
M002EU38.2trueGalacticArena2024-05-02T09:15:02Z2024-05-02T09:52:16Z61420.70.8561.916.82234049.757.215.14.7ranked
M003OCEANIA35.6trueShadowSiege2024-05-03T18:30:46Z2024-05-03T18:37:58Z41665.90.8867.412.7432022.345.66.24.9ranked
M004NA41.8trueBattleFrontier2024-05-04T01:34:09Z2024-05-04T02:13:25Z101993.50.9668.219.62356032.458.710.34.9ranked
M005EU28.6trueGalacticArena2024-05-05T12:11:34Z2024-05-05T12:36:28Z71750.20.8357.113.71494044.250.813.24.7ranked
M006OCEANIA11.4trueShadowSiege2024-05-06T16:21:18Z2024-05-06T16:50:34Z21835.60.9821.33.81756012.918.45.25ranked
M007NA35.3trueBattleFrontier2024-05-07T05:44:20Z2024-05-07T06:06:14Z51478.90.8159.214.91314137.745.111.84.5ranked
M008EU19.8trueGalacticArena2024-05-08T17:23:07Z2024-05-08T18:01:33Z31600.10.9327.28.12316026.935.79.54.8ranked

What the 200 rows show

from the 200-row sample

AFRICA region stands out: mean average_latency_ms is 545.5, against 132.4 for the rest.

  • 94%successful_matchmaking = true
  • 56.4median average_latency_ms
  • 3match types
  • 7.5median player_count
  • 1,069median average_player_skill_rating
  • 0.59median match_quality_score
Mean average_latency_ms by region200 rows
040080035.4NA30 rows26.8EU44 rows344.0ASIA29 rows320.8SA29 rows545.5AFRICA27 rows33.6OCEAN…41 rows
average_latency_ms200 rows, in bands of 200
065130124432072406001,200average_latency_ms →

Median 56.4, from 0.0 to 1,193.

game_title200 rows · top 10 of 18 values
  1. PixelLegion16
  2. SkyBattleArena15
  3. QuantumStrike14
  4. BattleForge14
  5. BattleFrontier13
  6. GalacticArena13
  7. ShadowSiege13
  8. StarArena13
  9. MechaLegion13
  10. EchoStrike13
19 columns by typefrom the column list below
  • string 4
  • integer 3
  • float 9
  • datetime 2
  • boolean 1

Columns

19 columns in four groups
blueprint · 19 columns
columntypedescriptionexample
Text 4 columns
match_idstringUnique identifier for each matchmaking sessionuniqueM001
game_titlestringName of the game for which matchmaking is performedBattleFrontier
regionstringGeographical region or server location for the match6 valuesNA
match_typestringType of match (e.g., ranked, casual, custom)ranked · casual · customranked
Numbers 12 columns
player_countintegerTotal number of players in the match2 or more8
average_player_skill_ratingfloatAverage skill rating of all players in the match0 or more1852.3
match_quality_scorefloatQuantitative score representing the quality of the matchmaking (e.g., fairness, balance)0 to 10.91
average_latency_msfloatAverage network latency (in milliseconds) experienced by players during the match0 or more29.4
max_latency_msfloatMaximum network latency (in milliseconds) experienced by any player during the match0 or more49.5
min_latency_msfloatMinimum network latency (in milliseconds) experienced by any player during the match0 or more14.2
match_duration_secondsintegerTotal duration of the match in seconds1 or more2598
abandoned_player_countintegerNumber of players who abandoned or disconnected during the match0 or more0
average_queue_time_secondsfloatAverage time players spent in queue before being matched, in seconds0 or more18.1
max_queue_time_secondsfloatMaximum time any player spent in queue before being matched, in seconds0 or more43.5
min_queue_time_secondsfloatMinimum time any player spent in queue before being matched, in seconds0 or more7.4
player_feedback_scorefloatAverage feedback score submitted by players after the match (e.g., 1-5 scale)1 to 5 · optional4.8
Dates and times 2 columns
match_start_timedatetimeTimestamp when the matchmaking session started2024-05-01T12:03:18Z
match_end_timedatetimeTimestamp when the matchmaking session ended2024-05-01T12:46:21Z
True or false 1 column
successful_matchmakingbooleanIndicates if the matchmaking session was successfully completedtrue

Use it for

  • successful mat…94%187 of 200 rowsmean average latency …35.4NA26.8EU344.0ASIA320.8SA

    A gaming dashboard

    The successful_matchmaking rate, average_latency_ms by region and a breakdown of game_title. Excel, Power BI or Tableau.

  • Why do the 27 AFRICA rows have a mean average_latency_ms of 545.5?

    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 game_title, region and match_start_time to fill a screen in front of a buyer.

Not quite right?

Make it yours.

Same 19 columns, your size and your rules. See 20 rows before you pay.

Preview 20 rows free

1,000 rows: $1.99 · 10,000: $12.99One-time. No subscription. All prices

This dataset200 rows19 columns
Yours1,000 rows19 columnsregion: UK only

blueprint · matchmaking-system-performance-data

Behind this dataset

Same schema. As many rows as you need.

These 200 rows came out of a blueprint — 19 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
  • Include match ID and player skill levels
  • Track matchmaking wait time
  • Flag unbalanced matches
  • Exclude private matches
Rows
Open the blueprint in Data Factory

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Exports
CSV, JSON, JSONL, Parquet, SQL, Excel, TSV, XML
Licence
yours to use, including commercially
API slug
matchmaking-system-performance-data

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