Rob Savage
The purpose of this project was to use provided data set that includes Purchase ID
, SN
, Age
, Gender
, Item ID
, Item Name
, and Price
to analyze purchasing habits by demographics.
-
Python (Data Aggregation/Cleaning)
- Pandas Library
-
NumPy (Calculations)
-
Github (Publishing of Results and Analysis)
-
Jupyter Notebook
-
Used
Python
to aggregate/clean data from thepurchase_data.csv
in theResources
folder withPandas
.- Player Count was achieved by running a unique sort on the
SN
column due to the nature of the data that was unique to each user - A basic Purchasing Analysis was run calculating
Number of Unique Items
,Average Price
,Number of Purchases
, andTotal Revenue
- The Gender Demographics were tabulated by utilizing the
groupby
method inGender
, then running a unique count on those groups. ThePercentage of Players
was calculated with value counts on that column - A Gender Purchasing Analysis was calculated using a combination of
groupby
along with a few mathematical calls inmean
,sum
, andcount
- The Age Demographics Analysis was calculated using
binning
to create groups for the age demos, then running unique counts on those associated screenames - Utilizing those very same bins, the same method from the Gender Purchasing Analysis was applied to get calculations for those age groups
- To calculate the Top Spenders, I performed a
groupby
on theSN
column, then ran a few mathematical calls inmean
,sum
, andcount
- The Most Popular Items were found by grouping the
Item ID
andItem Name
, then runningmean
,sum
, andcount
- Finally the Most Profitable Items was calculated by taking the data frame created in the previous step, then sorting the
Total Purchase Value
- Player Count was achieved by running a unique sort on the
1.) There is a surprising demographic gap in gender--84% of the unique players of HOP are male. There isn't a surprise that the majority are male, but more so that in 2020 we see such a large divide in the demo especially with female gamers becoming more prevalent in the market.
2.) With basic knowledge of the economics and market trends of the gaming industry, with a total unique user pool of 576, the total revenue numbers of $2,379.77 are awfully low. The entire industry is making the shift towards microtransactions and these figures need to rise dramatically.
3.) The sweet spot for the game's marketing department is the 20-24 age range. Not only does it hold the largest player base, it has the highest average total purchase per person. There's a significant increase from 15-19 to 20-24, which is explained by the the presumed increase in disposable income.