GameCo Video Games

A new video game company, GameCo, wants to use video game sales data to understand the market better and inform the development of new video games under their own brand.

    • Analyze game popularity, competing publishers, and sales trends across different genres, regions, and time periods.

    • Provide actionable insights to guide GameCo’s new game development and marketing strategy.

    • Grouping data

    • Summarizing data

    • Descriptive analysis

    • Visualizing results in Excel

    • Presenting results to stakeholders

  • Historical sales of video games (for games that sold more than 10,000 copies) pulled from the website VGChartz.

    • Excel

    • Powerpoint

Market Insights

First, stakeholders wanted a descriptive analysis of video game sales over time. Looking at total market sales by year, there’s a steep decline in sales in recent years. It’s worth noting that North America has traditionally been the dominant market.

A future inquiry would include a diagnostic analysis to figure out what caused such a sharp increase and dramatic decline in the late 2010s.


Next, I wanted to determine where the primary markets are for game sales.

To that end, I created a new field that calculated the percentage of global sales from each market, and the market shares tell a more dynamic story than total sales. Here, we see a major shift in market control, as Europe has steadily gained ground on North America and overtaken them in 2016. This insight helps dictate GameCo’s market strategy.

Genre Insights

The top genres in 2016 were shooting games, sports games, and action games.

Further illustrating Europe’s rising dominance in the market, of the ten genres included in this analysis, Europe has the highest market share in six.

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