This project analyzes data for a free, fictional fantasy video game, to find meaningful insights on users' habits and microtransactions.
- A Jupyter notebook containing the analysis and takeaways
- Male gamers and those in the 20-24 age group make up a higher percentage of game players, so overall they bring more revenue to the game.
- However, female gamers and people in the 35-39 age range spend more on average, meaning that if you can find a way to increase the number of those players, you might be able to increase profits more efficiently.
- Oathbreaker, Fiery Glass Crusader and Nirvana are among both the most popular and the most profitable items, making them good candidates for further marketing & promotion.
- Total Number of Players
- Purchasing Analysis
- Number of Unique Items
- Average Purchase Price
- Total Number of Purchases
- Total Revenue
- Gender Demographics
- Percentage and Count of Male Players
- Percentage and Count of Female Players
- Percentage and Count of Other / Non-Disclosed
- Purchase Analysis (Gender)
- Purchase Count
- Average Purchase Price
- Total Purchase Value
- Average Purchase Total per Person by Gender
- Age Demographics
- Purchase Count
- Average Purchase Price
- Total Purchase Value
- Average Purchase Total per Person by Age Group
- Top Spenders, by total purchase value
- Purchase count
- Average purchase price
- Total purchase value
- Most Popular Items, by purchase count
- Most Profitable Items, by total purchase value