Group05 proposal
No Game No Life
Problem and Motivation
The video game industry has grown massively over the years, with $2.3 billion in sales in the US alone in 2019. However, the industry has also shown signs of stagnation, with a 19% decline in sales from the previous year. With an increasingly saturated market and disruption caused by mobile and VR games, we aim to create an interactive platform to understand the trends of the industry and come up with insights to aid future and existing developers.
The datasets used for this project:
- Video Game Sales analyzse sales data from more than 16,500 games. This dataset contains a list of video games with sales greater than 100,000 copies. It was generated by a scrape of vgchartz.com.
Data Source | Data Attribute | Data Description | Rationale of Usage |
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Video Game Sales (https://www.kaggle.com/gregorut/videogamesales) |
Rank | Global Sales Ranking | To attain valuable insights on video games sales which can be classified by the following:
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Name | Video game name | ||
Platform | Platform game was released on | ||
Year | Year of release | ||
Genre | Genre of game | ||
Publisher | Publisher of game | ||
NA_Sales | Sales in North America (in millions) | ||
EU_Sales | Sales in Europe (in millions) | ||
JP_Sales | Sales in Japan (in millions) | ||
Other_Sales | Sales in all other regions (in millions) | ||
Global_Sales | Total Worldwide Sales (in millions) |
Related Work | Description |
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Global Hardware Totals |
Pros:
Cons:
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PlayStation 4 Becomes Second Best-Selling Console Ever https://www.statista.com/chart/18903/video-game-console-sales/ |
Pros:
Cons:
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Console Gaming | Pros:
Cons:
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Storyboard | Insights/Comments |
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Provide insights on the trends on the performance of the publisher over the years. It allows interactivity to allow users to narrow down their search by filtering through genre, platform, region, publisher and years. | |
Provide insights on the total sales gained through the consoles. It allows interactivity to allow users to narrow down their search by filtering through publisher and region.This result can be used to understand which platform is more profitable and allows game developers to plan their strategies before developing games on the platform. | |
Provide insights on the total sales per year within each individual region and allows users to understand which platform contributed the most to sales. Publishers can use these insights to make adjustments to their marketing strategies depending on each region. | |
Provide insights on the total sales earned over the years by genre. It allows interactivity to allow users to narrow down their search by filtering through genre by clicking on the data table or the year filter by year. With response to the action of the user, the charts will update itself with the new average line over the years.This result can be used to understand which platform is more profitable and allows game developers to plan their strategies before developing games on the respective genre. |
Key Technical Challenges | Solution |
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Unfamiliarity in Programming using R especially on R-Shiny |
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Limited knowledge in storyboard designing |
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Unfamiliarity in implementing Interaction and Animated activities in the Visualisation |
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