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Game Co. Analysis

Developed insight for the gaming industry with fictitious data collected from 1980-2016. Excel tools were used to  understand how new games, based on genre, publisher and region, performed on the market. The data is also used to build a budget for 2017 to distribute among the three regions within this dataset. 

Project Overview ------------------------------------------------------------------------------------------------------------------------------------------------------------

Data

 Video game data was provided by CareerFoundry Data Analytics Course.

Data was taken from VGChartz

Tools

​Excel, Powerpoint

Objective

​Perform descriptive analysis on the video game data to gain insight on performance of various video games.

Skills

Data cleaning, Exploratory Data,

Grouping Data (pivot tables), Descriptive analysis,  Statistical Analysis, Excel Visualizations, Storytelling, Presenting results.

-------------------------------------------------------------------------- Process -------------

Data Exploration

Data Profiling

Data Cleaning

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Grouping Data

Creating pivot tables 

Calculating fields

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Descriptive Data

Central Tendency (mean/median/mode)

Interquartile Range (IQR)

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Data Visualization

Bar & Column Charts

Box & Whisker Plots

Scatterplots

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Presentation

Utilizing PowerpPoint to present summarized data.

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--------------------------------------------- Analysis -----------------------------------------

Growth and Decay

Using the last 5 years of Game Co. data, I am able to determine where percentage of sales for North America (green), Europe (yellow) and Japan (red) fall. ​

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Sum of Sales

The sum of sales over the last 5 years shows that N. America and Europe are within $75 of each other while Japan generates the lowest sum.

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Genres in 5 years

Examining the genres available to the gaming community in the last 5 years it's clear to see the top genres have been Action and Shooters, with Role-Playing and Sports being close behind.

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Top Publishers in 2016

The top publisher of 2016 helped contributed to the popular genres.

2016 shared more popularity with Sports, Shooters, and Action genres. Most Sport genres sales were generated by Europe alone.

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Top Genres 2016

In the most recent  year in gaming the top genres have been concluded at Action, Shooters, and Sports.​​

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2016 Publisher Sales Shift

The sales sums within the regions begins to shift in 2016 allowing for a decision to be made for the 2017 budget. As N. Americas sale reach a plateau Europe's sales continue to increase with Ubisoft

Final Report -----------------------------------------------------------------------------

Project Reflections

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  • To build a marketing budget based on the best selling genres we had to examine the top genres between the three regions.

    • N. America: In 2012-2014 the top genre was Action before switching  to Shooters in 2015-2016.​

    • Europe: In 2012-2015 the top genre was Action before switching to Sports in 2016.

    • Japan: In 2012-2014 the top genre was Role-Playing before switching to Action in 2015-2016.

  • To better understand where competing publishers are gaining and losing popularity we compared top publishers among regions. This allows for better marketing strategies to grow in the areas where other companies shrink.

    • N. America: In 2012-2014 the top publisher was Activision.​

    • Europe: In 2012-2013 the top publisher was Electronic Arts, switching to Ubisoft in 2014 before turning back to Electronic Arts 2015-2016.

    • Japan: In 2012-2015 the top publisher was Nintendo, switching to Namco Bandai Games in 2016.

  • In order to see the ebb and flow of the market we compared ​percentage sums among the regions to determine regional growth, decay, or stationarity.

    • N. America: ​In 2012 their percentage was at 43% and slowly declined to 32% by 2016.

    • Europe: In 2012 their percentage was at 33% and slowly increased to 38% by 2016.

    • Japan: In 2012 their percentage was at 14% and slowly increased to only 19% by 2016.

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Take Away​

  • Budgeting for 2017 will go to Europe as they have been steadily producing more revenue in the gaming industry through Electronic Arts publisher.​

  • Europe has shown consistency with Sports, Shooters and Actions genres.

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Deliverables

Power Point

Project Analysis and Reflection

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