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Video Game Sales and Ratings Analysis

  • Writer: Anang Hendro
    Anang Hendro
  • Nov 25, 2022
  • 1 min read

Updated: Jan 30, 2023

Tools : Python, Tableau, Google Slides

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This project was my final group project along with my other three teammates. As the project leader, it was my duty to make sure that we completed our work by the weekly goal milestones. In addition to my role as project leader, I participate in analysis, visualization, and presentation.

Background Information

RATE is a (fictional) video game online-distributor company. We are serving retailers and end-users across the region of North America (NA), Europe (EU), Japan (JP), and others.

The Head of Sales and Marketing has acquired a dataset about video game and want to utilize the insights to plan strategies to increase company revenue due to

stagnant income for the last 6 months. The video game industry has a wide variety of available platforms and games, as technology and device in video games always develop. RATE should figure out a way to sustain its business.

Objective

Plan strategies to increase the revenue of the company and figure out ways to sustain the business of the company

Analysis Method

Scope : Video Games Sales from 1990 to 2017

Using Python to conduct data cleaning and EDA combine with Tableau and Google Sheets for Data Visualization. With additional resources, we can provide several recommendations for the company

Results

  • The top platform based on sales is relatively consistent across the region, except in Japan. X360, PS2, PS3, Wii and DS are the TOP Platforms in NA, EU, and Other regions.

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  • Nintendo and Electronic Arts are a publisher that dominates the video game industry across the region

  • Action & Sports are the most favored genre across regions, except in Japan. Most favorite genre in Japan was Role-playing


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  • Wii Sports and GTA V are dominating the Top-Selling game across the region

  • For the last 5 years of the video game was released, more than 50% of end-users do not have an interest to give critic scores and share their experience from playing the video game.


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Key Findings

  • Based on the TOP 5 Platform, TOP 5 Genre and TOP-Selling Game, every region has different behavior. Especially Japan who play video game and platform that was made in Japan.

  • More than 50% of end users do not have the interest or initiative to share their critic score on the video game that was released from 2012 to 2017.

  • As time goes on, there are platforms that are decreasing in popularity. If the game is still in the company's inventory, it has the potential to become the dead stock in the warehouse.

Recommendations

1. Quick Win Recommendations
  • Deliver appropriate content that matches with video game rating.

  • Provide video game genres and platforms based on every region's behavior and preferences. For example, action genre in NA, EU, & Other regions and Role-Playing in JP region and focus to offer video games that could play on specific platforms.

  • Offering referral and bundling promotion programs based on each region behavior.

  • Collaboration with the game influencers to increase customer acquisition.

  • Increase engagement to retain end users, for example, active in the video game community.

  • Raise the awareness to give critic scores from the game that their purchase and offer program/promo to encourage end use give critic scores as much as they can

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2. Long-Term Recommendations
  • Business Transformation : With the current business model, we will shift from physical video games to digital and offer product key platform

  • Establish an exclusive agreement with a console manufacturer who has an embedded app store to offer license/product key to end-users

  • Business Diversification : With backward integration, we as distributors will transform the business into a game publisher and marketplace of PC gaming (all-in-one platform). Adopting the business model of STEAM.

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© Anang Hendro Wibowo | Data Analyst

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