In this project I analyzed the data for a fantasy game Heroes of Pymoli.
Like many others in its genre, the game is free-to-play, but players are encouraged to purchase optional items that enhance their playing experience. I generated a report that breaks down the game's purchasing data into meaningful insights.
The final report includes:
- Total Number of Players
- Number of Unique Items
- Average Purchase Price
- Total Number of Purchases
- Total Revenue
- Percentage and Count of Male Players
- Percentage and Count of Female Players
- Percentage and Count of Other / Non-Disclosed
- The below each broken by gender
- Purchase Count
- Average Purchase Price
- Total Purchase Value
- Average Purchase Total per Person by Gender
- The below each broken into bins of 4 years (i.e. <10, 10-14, 15-19, etc.)
- Purchase Count
- Average Purchase Price
- Total Purchase Value
- Average Purchase Total per Person by Age Group
- Identified the the top 5 spenders in the game by total purchase value, then list (in a table):
- SN
- Purchase Count
- Average Purchase Price
- Total Purchase Value
- Identified the 5 most popular items by purchase count, then list (in a table):
- Item ID
- Item Name
- Purchase Count
- Item Price
- Total Purchase Value
- Identified the 5 most profitable items by total purchase value, then list (in a table):
- Item ID
- Item Name
- Purchase Count
- Item Price
- Total Purchase Value