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Final Project
SebastiƔn Soriano PƩrez [ss1072]
12/10/2019
Analyzing Video Game Sales
Summary
This report will try to find what factors can help determine whether a video game release will be suc-
cessful in terms of the number of units it sells worldwide, and which of these factors have the strongest
impact on sales. This analysis uses a public dataset that gathers data for video games that have sold more
than 100,000 copies worldwide from 1976 to 2016, and includes the video gameā€™s development and release
information, as well as information on the public reception of the video game.
By creating a hierarchical multiple linear regression model with random intercept effects, it was found that
the most significant predictors are the platform manufacturer, the genre of the videogame, the number of
users and critics that review the video game on Metacritic, as well as the aggregated critic score it receives.
See https://github.com/sebastiannw/StatisticalModeling/tree/master/MRD_FinalProject for all files
related to this project.
Introduction
The video game industry has been growing consistently during the last two decades, and in 2017 it was
worth more than 122 billion USD worldwide according to an article on Bloomberg. There are several
factors that influence whether a video game will be successful or not, such as the developer studio, the
critics rating, the user rating, among others. I will build a model to analyze what factors can help us
determine how successful will a video game be in terms of global sales.
The goal of this project is to find what are the most significant predictors for a video games success, mea-
sured as the number of sales around the world. I analyzed a total of 4195 video game software releases
across the world by 50 different developers. I built a hierarchical linear model on a logarithmic transforma-
tion of the global sales, with random slopes by developer, using a manual stepwise selection process using
AIC and conditional R-squared as selection criteria.
Considering that the developing studio plays a major role on a customerā€™s decision to buy a new game,
and due to the fact that accounting for every single studio included in the dataset (444 total) would make
the interpretation too complicated, I used a random sample of 50 developers and built an appropriate
hierarchical model with random intercepts effects for each one of them. The variables in the final model
were found to be significant in predicting the global sales for a video game.
Data
The data was obtained from Kaggle (https://www.kaggle.com/rush4ratio/video-game-sales-with-ratings).
It contains data from video games with 100,000 or more global sales from 1976 to 2016. The data contains
16719 rows with the following columns:
ā€¢ name (categorical): Name of the video game
ā€¢ platform (categorical): PLatform or console for which the video game was released
ā€¢ year_of_release (categorical): Year of first release
ā€¢ genre (categorical): Genre of the video game
ā€¢ publisher (categorical): Publishing company
ā€¢ na_sales (numerical): Units sold in North America
ā€¢ eu_sales (numerical): Units sold in Europe
1
ā€¢ jp_sales (numerical): Units sold in Japan
ā€¢ other_sales (numerical): Units sold in the rest of the world
ā€¢ global_sales (numerical): Total units sold worldwide
ā€¢ critic_score (numerical): Average score (from 0 to 100) according to critics from other media aggre-
gated by Metacritic
ā€¢ critic_count (numerical): Number of critics taken into account for the Metacritic critic score
ā€¢ user_score (numerical): Average score (from 0 to 100) according to Metacritic users
ā€¢ user_count (numerical): Number of user scores on Metacritic
ā€¢ developer (categorical): Video game developing company
ā€¢ rating (categorical): Video game rating according to the ESRB that indicates the appropriate audi-
ence
Around half of the rows in the dataset have missing values. First of all, I filtered out every video game
release before 2000 since it seemed that for older releases there was more missing data and this report is
only concerned with more recent releases. After observing the rest of the rows, the missing data seemed to
be at random, so I decided to use only the 6951 rows with complete data.
To consider the variable publisher into the model (since it has 444 different levels), I took a random sam-
ple of 50 different publishing companies from the dataset and built a sample dataset to work with. I ob-
served the distribution of the response variable global_sales and noticed that its distribution is not normal.
After applying a logarithmic transformation the distribution becomes normal, so I added the following
column to the dataset:
ā€¢ log_global_sales: Logarithmic transformation of global_sales
0
1000
2000
3000
0 20 40 60 80
global_sales
count
0
200
400
600
āˆ’5.0 āˆ’2.5 0.0 2.5
log_global_sales
count
Since the categorical variables have many levels and in order to center the numerical variables to avoid
multicollinearity issues, I created the following additional columns:
ā€¢ critic_score_c (numerical): Values of critic_score minus the columnā€™s mean value
ā€¢ critic_count_c (numerical): Values of critic_count minus the columnā€™s mean value
ā€¢ user_score_c (numerical): Values of user_score minus the columnā€™s mean value
ā€¢ user_count_c (numerical): Values of user_count minus the columnā€™s mean value
ā€¢ platform_company (categorical): Company that manufactures the video gameā€™s platform
ā€“ ā€˜Nintendoā€™ when platform is ā€˜3DSā€™, ā€˜DSā€™, ā€˜GBā€™, ā€˜GBAā€™, ā€˜GCā€™, ā€˜N64ā€™, ā€˜Wiiā€™, or ā€˜WiiUā€™
ā€“ ā€˜Segaā€™ when platform is ā€˜DCā€™
ā€“ ā€˜PCā€™ when platform is ā€˜PCā€™
ā€“ ā€˜Microsoftā€™ when platform is ā€˜X360ā€™, ā€˜XBā€™, or ā€˜XOneā€™
ā€“ ā€˜Sonyā€™ when platform is ā€˜PSā€™, ā€˜PS2ā€™, ā€˜PS3ā€™, ā€˜PS4ā€™, ā€˜PSPā€™, or ā€˜PSVā€™
ā€¢ rating_everyone (binary): Indicates if there is not an age restriction for the video game release
ā€“ ā€˜1ā€™ when rating is ā€˜Eā€™
ā€“ ā€˜0ā€™ when rating is not ā€˜Eā€™
A summary of the data variables being analyzed can be found in Appendix 1.1.
For the Exploratory Data Analysis, I plotted every relevant variable versus the response variable
log_global_sales. All of the categorical variables seemed to have different means for the response variable
on at least two levels, and the numerical variables seemed to have a positive effect on the response vari-
able. I observed at some interactions between categorical variables (platform_company:rating_everyone,
2
platform_company:genre, and genre:rating_everyone) and since the distributions seemed to vary I took
them into account during the model selection. (For a full EDA, see Appendix 1.2).
āˆ’5.0
āˆ’2.5
0.0
2.5
publisher
log_global_sales
publisher
Marvelous Entertainment
Microsoft Game Studios
Nintendo
Screenlife
Sony Computer Entertainment
āˆ’5.0
āˆ’2.5
0.0
2.5
25 50 75 100
critic_score
log_global_sales
āˆ’5.0
āˆ’2.5
0.0
2.5
Microsoft Nintendo PC Sega Sony
platform_company
log_global_sales
rating_everyone
0
1
Model
In order to obtain a final model for the response variable log_global_sales various methods for model
selection were tested and interactions between predictors were considered as part of the full model. Since
the publishing companies in the sample dataset are a sample of the total publishers available, I included
random intercept effects for publisher in the final model. The categorical and numerical variables (except
for na_sales, eu_sales, jp_sales, and other_sales, since their sum is exactly equal to global_sales) were
taken into account for the model selection as predictors. The interaction terms platform_company:genre,
platform_company:rating_everyone, and genre:rating_everyone were considered too.
The final model was selected with a manual stepwise approach in R, using AIC and the conditional
R_GLMM-squared (conditional R-squared) from the MuMIn package, which is described as ā€œa variance
explained by the entire model, including both fixed and random effectsā€ in the r.squaredGLMM function
documentation. The final modelā€™s conditional R-squared is 0.4928372, meaning almost half of the dataā€™s
variance is explained by the model.
The variables platform, genre, critic_score_c, critic_count_c, user_count_c, as well as the interac-
tions platform:rating_everyone and genre:rating_everyone were found to be significant. The variable
rating_everyone was added to the model because its interactions had significant levels and improved the
model considerably. With an AIC value of 12114, the final model has the following formula:
log_global_salesi,j = Ī²(Intercept) + Ī³(Intercept),j +
X
pāˆˆP
Ī²p platform_companyp

i,j
+
X
gāˆˆG
Ī²g genreg

i,j
+Ī²rating_everyonerating_everyonei,j + Ī²critic_score_ccritic_score_ci,j + Ī²critic_count_ccritic_count_ci,j
+Ī²user_count_cuser_count_ci,j +
X
pāˆˆP
Ī²p,rating_everyone platform_companyp

i,j
rating_everyonei,j
+
X
gāˆˆG
Ī²g,rating_everyone genreg

i,j
rating_everyonei,j + Ē«i,j;
Where:
j āˆˆ J; (J is the set of 50 publishers, for the full set see Appendix 1.3.)
P = {Nintendo, PC, Sega, Sony}
G = {Adventure, Fighting, Misc, Platform, Puzzle, Racing, Role-Playing, Shooter, Simulation, Sports,
Strategy}
Ē«i,j āˆ¼ N 0, Ļƒ2

and Ī³(Intercept),j āˆ¼ N

0, Ļ„2
(Intercept)

The final modelā€™s fixed coefficients have the following values for every Ī² coefficient:
3
Table 1: Modelā€™s Fixed Coefficients
Estimate t.value Pr...t.. 2.5 % 97.5 % Sales
(Intercept) -1.63 -15.34 0.00 -1.86 -1.42 0.20
platform_companyNintendo 0.08 1.31 0.19 -0.04 0.21 1.09
platform_companyPC -1.44 -18.27 0.00 -1.59 -1.28 0.24
platform_companySega -0.66 -1.68 0.09 -1.42 0.11 0.52
platform_companySony 0.46 8.80 0.00 0.36 0.56 1.58
genreAdventure -0.34 -2.99 0.00 -0.56 -0.12 0.71
genreFighting 0.31 3.61 0.00 0.14 0.47 1.36
genreMisc 0.53 6.00 0.00 0.36 0.71 1.71
genrePlatform 0.06 0.58 0.56 -0.14 0.26 1.06
genrePuzzle -0.20 -0.74 0.46 -0.75 0.34 0.82
genreRacing 0.15 1.71 0.09 -0.02 0.33 1.16
genreRole-Playing -0.19 -2.52 0.01 -0.33 -0.04 0.83
genreShooter 0.11 1.83 0.07 -0.01 0.22 1.11
genreSimulation 0.43 4.52 0.00 0.24 0.61 1.53
genreSports 0.14 1.45 0.15 -0.05 0.32 1.15
genreStrategy -0.50 -4.48 0.00 -0.72 -0.28 0.61
rating_everyone1 0.16 1.37 0.17 -0.07 0.40 1.18
critic_score_c 0.02 17.08 0.00 0.02 0.03 1.02
critic_count_c 0.02 18.85 0.00 0.02 0.02 1.02
user_count_c 0.00 14.91 0.00 0.00 0.00 1.00
platform_companyNintendo:rating_everyone1 0.23 2.39 0.02 0.04 0.43 1.26
platform_companyPC:rating_everyone1 -0.04 -0.28 0.78 -0.35 0.26 0.96
platform_companySega:rating_everyone1 0.36 0.51 0.61 -1.01 1.74 1.43
platform_companySony:rating_everyone1 0.13 1.43 0.15 -0.05 0.30 1.13
genreAdventure:rating_everyone1 -0.13 -0.51 0.61 -0.61 0.36 0.88
genreFighting:rating_everyone1 -0.78 -1.48 0.14 -1.80 0.25 0.46
genreMisc:rating_everyone1 -0.23 -1.46 0.14 -0.54 0.08 0.79
genrePlatform:rating_everyone1 -0.15 -0.93 0.35 -0.46 0.16 0.86
genrePuzzle:rating_everyone1 -0.40 -1.23 0.22 -1.03 0.23 0.67
genreRacing:rating_everyone1 -0.26 -1.79 0.07 -0.54 0.02 0.77
genreRole-Playing:rating_everyone1 0.47 2.59 0.01 0.12 0.83 1.60
genreShooter:rating_everyone1 -1.68 -3.92 0.00 -2.52 -0.84 0.19
genreSimulation:rating_everyone1 -0.10 -0.53 0.60 -0.46 0.26 0.91
genreSports:rating_everyone1 -0.22 -1.58 0.11 -0.48 0.05 0.81
genreStrategy:rating_everyone1 0.07 0.27 0.78 -0.42 0.55 1.07
The baseline intercept indicates that a game of no particular publisher, released on a Microsoft Console,
of the Action genre, with an age-restriction rating, with critic score of 71.58, reviewed by 30.77 critics and
181.4 users would sell 0.20 million (M) copies worldwide. The most significant variables is critic_count_c.
A one-unit increase (31.77 critic reviews in total) would indicate a video game could be expected to sell
2% more units.
The other significant variables are platform_companyPC (76% less sales), critic_score_c (2% more sales
for a one unit increase), user_count_c (0.05% more sales for a one unit increase), platform_companySony
(58% more sales), genreMisc (71% more sales), genreSimulation (53% more sales), genreStrategy (39%
less sales), genreShooter:rating_everyone (additional 81% less sales), genreFighting (36% more sales),
genreAdventure (29% less sales), genreRole-Playing:rating_everyone (additional 60% more sales),
platform_companyNintendo:rating_everyone (additional 26% more sales), and genreRole-Playing (17%
4
less sales) in order of significance.
The random intercept effects by plublisher or Ī³(Intercept) random effects are shown in the following plot
(See Appendix 1.3. for a table with the point estimates):
Yacht Club Games
Microids
Indie Games
Enterbrain
Blue Byte
FuRyu Corporation
DHM Interactive
Rebellion Developments
Agetec
Crave Entertainment
CDV Software Entertainment
Lighthouse Interactive
Flashpoint Games
Midas Interactive Entertainment
Kool Kizz
Codemasters
Media Rings
XS Games
Ackkstudios
Crimson Cow
Compile Heart
Milestone S.r.l.
2D Boy
bitComposer Games
Sony Computer Entertainment
Acclaim Entertainment
3DO
Namco Bandai Games
Little Orbit
Gathering of Developers
Reef Entertainment
Midway Games
Konami Digital Entertainment
Marvelous Entertainment
Mamba Games
Screenlife
Oxygen Interactive
Home Entertainment Suppliers
PopCap Games
Tetris Online
Iceberg Interactive
Atari
Rondomedia
Sega
Ubisoft
Microsoft Game Studios
Activision
Electronic Arts
Nintendo
LucasArts
āˆ’1.5 āˆ’1.0 āˆ’0.5 0.0 0.5 1.0
(Intercept)
As for the random intercept effects, it can be observed that only 10 out of the 50 publishers have signifi-
cant (with 95% confidence) values: LucasArts (a baseline game would sell 0.55M copies), Nintendo (0.55M
too), Electronic Arts (0.39M), Activision (0.37M), Microsoft Game Studios (0.29M), Ubisoft (0.29M),
Sega (0.26M), Atari (0.24M), Microids (0.11M), and Yacht Club Games (0.09M) (the latter two have neg-
ative random intercept effects). It is noteworthy that the first 8 publishers release the largest number of
videogames and are among the best known video game companies in the world.
All of the VIF values of the model predictors are below 5 with the exception of rating_everyone (See
Appendix 1.4. for each individual VIF value). I decided to keep the variable in the model because the
interactions between rating_everyone and the categorical variables improve the model significantly. For
the most part, the model does not show any serious multicollinearity issues. The model assumptions of
linearity, independence, and equal variance seem to be met. The normality assumptions may be a reason
to worry about since the Q-Q shows tails on both sides. (See Appendix 1.5.)
Conclusions
The final model indicates that the main factors that can help us determine how many units a video game
will sell globally are the platform manufacturer, the genre of the videogame, the number of users and
critics that review the video game on Metacritic, as well as the aggregated critic score it receives. The
platforms in which video games sell the most units are made by Sony, belong to the Misc genre, and are
rated E for everyone. The better the critic score a video game receives, and the more users and critics
reviews it gets, the more units it will sell worldwide.
To improve the model I would start with the collection of data. Building a better web scrapping script I
could get complete data for more video games, including recent years. A restriction on the publishing com-
panies to only those that have sold more than a certain amount of units worldwide could also improve the
analysis. To avoid the multicollinearity issue with rating_everyone I would use the variable rating instead,
although the model interpretation and the interaction effects would become way more complicated, and
the model would be less practical or useful.
Although the conditional R-squared value is just a little bit below 0.5, I believe this hierarchical model
does represent the reality well enough. The variables that were found to be significant confirm the informa-
tion observed during the exploratory data analysis, and correspond to my knowledge and understanding of
the video game industry. The most well-known publishing companies, best selling platform manufacturers,
and most popular genres correspond to the interpretation of the model.
5
Appendix
1.1 Dataset Summary
## [1] sample_data
## name platform
## Madden NFL 07 : 9 PS2 : 717
## LEGO Star Wars II: The Original Trilogy : 8 X360 : 516
## Need for Speed: Most Wanted : 8 PS3 : 478
## Harry Potter and the Order of the Phoenix : 7 XB : 391
## LEGO Indiana Jones: The Original Adventures: 7 PC : 362
## Madden NFL 08 : 7 Wii : 306
## (Other) :4149 (Other):1425
## year_of_release genre publisher
## Min. :2000 Action :899 Electronic Arts : 961
## 1st Qu.:2004 Sports :793 Ubisoft : 512
## Median :2007 Shooter :529 Activision : 505
## Mean :2007 Racing :396 Sony Computer Entertainment: 322
## 3rd Qu.:2010 Role-Playing:324 Nintendo : 309
## Max. :2016 Misc :275 Sega : 292
## (Other) :979 (Other) :1294
## na_sales eu_sales jp_sales other_sales
## Min. : 0.0000 Min. : 0.0000 Min. :0.00000 Min. :0.0000
## 1st Qu.: 0.0800 1st Qu.: 0.0200 1st Qu.:0.00000 1st Qu.:0.0100
## Median : 0.1900 Median : 0.0800 Median :0.00000 Median :0.0300
## Mean : 0.4842 Mean : 0.2998 Mean :0.08069 Mean :0.1014
## 3rd Qu.: 0.4800 3rd Qu.: 0.2600 3rd Qu.:0.01000 3rd Qu.:0.0900
## Max. :41.3600 Max. :28.9600 Max. :6.50000 Max. :8.4500
##
## global_sales critic_score critic_count user_score
## Min. : 0.0100 Min. :17.00 Min. : 3.00 Min. : 6.00
## 1st Qu.: 0.1500 1st Qu.:64.00 1st Qu.: 16.00 1st Qu.:66.00
## Median : 0.3700 Median :74.00 Median : 26.00 Median :77.00
## Mean : 0.9663 Mean :71.58 Mean : 30.77 Mean :73.13
## 3rd Qu.: 0.9300 3rd Qu.:81.50 3rd Qu.: 42.00 3rd Qu.:83.00
## Max. :82.5300 Max. :98.00 Max. :113.00 Max. :97.00
##
## user_count developer rating
## Min. : 4.0 Electronic Arts : 612 E :1493
## 1st Qu.: 12.0 Ubisoft : 305 T :1396
## Median : 29.0 Konami : 146 M : 732
## Mean : 181.4 Sony Computer Entertainment: 107 E10+ : 548
## 3rd Qu.: 96.0 Nintendo : 85 : 26
## Max. :10665.0 Codemasters : 66 AO : 0
## (Other) :2874 (Other): 0
## log_global_sales platform_company rating_everyone critic_score_c
## Min. :-4.60517 Microsoft:1005 0:2702 Min. :-54.585
## 1st Qu.:-1.89712 Nintendo :1130 1:1493 1st Qu.: -7.585
## Median :-0.99425 PC : 362 Median : 2.415
## Mean :-1.01178 Sega : 10 Mean : 0.000
## 3rd Qu.:-0.07257 Sony :1688 3rd Qu.: 9.915
## Max. : 4.41316 Max. : 26.415
##
## critic_count_c user_score_c user_count_c
6
## Min. :-27.766 Min. :-67.129 Min. : -177.42
## 1st Qu.:-14.766 1st Qu.: -7.129 1st Qu.: -169.42
## Median : -4.766 Median : 3.871 Median : -152.42
## Mean : 0.000 Mean : 0.000 Mean : 0.00
## 3rd Qu.: 11.234 3rd Qu.: 9.871 3rd Qu.: -85.42
## Max. : 82.234 Max. : 23.871 Max. :10483.58
##
1.2. Exploratory Data Analysis
āˆ’5.0
āˆ’2.5
0.0
2.5
publisher
log_global_sales
publisher
Marvelous Entertainment
Microsoft Game Studios
Nintendo
Screenlife
Sony Computer Entertainment
āˆ’5.0
āˆ’2.5
0.0
2.5
platform_company
log_global_sales
platform_company
Microsoft
Nintendo
PC
Sega
Sony
āˆ’5.0
āˆ’2.5
0.0
2.5
genre
log_global_sales
genre
Action
Adventure
Misc
Platform
Puzzle
Racing
Roleāˆ’Playing
Shooter
Simulation
Sports
āˆ’3
āˆ’2
āˆ’1
0
1
developer
log_global_sales
developer
Adrenium
Blue Omega
Gāˆ’Artists
Lost Toys
Santa Cruz Games
Shaba Games
Stormfront Studios
The Workshop
Twisted Pixel Games
Westwood Studios
āˆ’5.0
āˆ’2.5
0.0
2.5
rating_everyone
log_global_sales
rating_everyone
0
1
āˆ’5.0
āˆ’2.5
0.0
2.5
25 50 75 100
critic_score
log_global_sales
āˆ’5.0
āˆ’2.5
0.0
2.5
0 30 60 90
critic_count
log_global_sales
āˆ’5.0
āˆ’2.5
0.0
2.5
25 50 75 100
user_score
log_global_sales
āˆ’5.0
āˆ’2.5
0.0
2.5
5.0
0 3000 6000 9000
user_count
log_global_sales
āˆ’5.0
āˆ’2.5
0.0
2.5
Microsoft Nintendo PC Sega Sony
platform_company
log_global_sales
rating_everyone
0
1
āˆ’5.0
āˆ’2.5
0.0
2.5
ActionAdventure
Fighting Misc PlatformPuzzle Racing
Roleāˆ’Playing
Simulation
Strategy
genre
log_global_sales
rating_everyone
0
1
āˆ’5.0
āˆ’2.5
0.0
2.5
genre
log_global_sales
genre
Action
Adventure
Fighting
Misc
Platform
Puzzle
Racing
Roleāˆ’Playing
Shooter
Simulation
Sports
Strategy
Nintendo
āˆ’4
āˆ’2
0
2
genre
log_global_sales
genre
Action
Adventure
Fighting
Misc
Platform
Puzzle
Racing
Roleāˆ’Playing
Shooter
Simulation
Sports
Strategy
Microsoft
āˆ’2.5
0.0
2.5
genre
log_global_sales
genre
Action
Adventure
Fighting
Misc
Platform
Puzzle
Racing
Roleāˆ’Playing
Shooter
Simulation
Sports
Strategy
Sony
āˆ’2.5
0.0
genre
log_global_sales
genre
Action
Adventure
Misc
Platform
Puzzle
Racing
Roleāˆ’Playing
Shooter
Simulation
Sports
Strategy
PC
7
1.3. Random Effects for the Intercept by Publisher
Table 2: Random Effects for the Intercept by Publisher
gamma log_global_sales Scale global_sales Scale
2D Boy -0.04 -1.67 0.19
3DO -0.01 -1.65 0.19
Acclaim Entertainment -0.01 -1.65 0.19
Ackkstudios -0.10 -1.74 0.18
Activision 0.65 -0.98 0.37
Agetec -0.28 -1.91 0.15
Atari 0.19 -1.45 0.24
bitComposer Games -0.03 -1.66 0.19
Blue Byte -0.37 -2.00 0.14
CDV Software Entertainment -0.23 -1.86 0.16
Codemasters -0.15 -1.79 0.17
Compile Heart -0.09 -1.72 0.18
Crave Entertainment -0.25 -1.88 0.15
Crimson Cow -0.10 -1.73 0.18
DHM Interactive -0.33 -1.96 0.14
Electronic Arts 0.68 -0.95 0.39
Enterbrain -0.38 -2.01 0.13
Flashpoint Games -0.22 -1.85 0.16
FuRyu Corporation -0.36 -1.99 0.14
Gathering of Developers 0.02 -1.62 0.20
Home Entertainment Suppliers 0.14 -1.50 0.22
Iceberg Interactive 0.17 -1.46 0.23
Indie Games -0.44 -2.07 0.13
Konami Digital Entertainment 0.06 -1.58 0.21
Kool Kizz -0.16 -1.80 0.17
Lighthouse Interactive -0.23 -1.86 0.16
Little Orbit 0.01 -1.63 0.20
LucasArts 1.04 -0.59 0.55
Mamba Games 0.07 -1.56 0.21
Marvelous Entertainment 0.06 -1.57 0.21
Media Rings -0.12 -1.76 0.17
Microids -0.56 -2.19 0.11
Microsoft Game Studios 0.41 -1.22 0.29
Midas Interactive Entertainment -0.20 -1.84 0.16
Midway Games 0.03 -1.61 0.20
Milestone S.r.l. -0.07 -1.70 0.18
Namco Bandai Games 0.00 -1.63 0.20
Nintendo 1.04 -0.60 0.55
Oxygen Interactive 0.08 -1.55 0.21
PopCap Games 0.16 -1.48 0.23
Rebellion Developments -0.29 -1.92 0.15
Reef Entertainment 0.02 -1.61 0.20
Rondomedia 0.23 -1.40 0.25
Screenlife 0.08 -1.55 0.21
Sega 0.29 -1.35 0.26
8
Table 3: Random Effects for the Intercept by Publisher (continued)
gamma log_global_sales global_sales
Sony Computer Entertainment -0.03 -1.66 0.19
Tetris Online 0.16 -1.47 0.23
Ubisoft 0.38 -1.25 0.29
XS Games -0.11 -1.74 0.18
Yacht Club Games -0.80 -2.43 0.09
1.4. Modelā€™s VIFs for the Fixed Effects
Table 4: Modelā€™s VIFs for the Fixed Effects
x
platform_companyNintendo 2.38
platform_companyPC 1.90
platform_companySega 1.46
platform_companySony 2.14
genreAdventure 1.39
genreFighting 1.23
genreMisc 1.93
genrePlatform 2.39
genrePuzzle 4.54
genreRacing 2.48
genreRole-Playing 1.52
genreShooter 1.51
genreSimulation 1.66
genreSports 4.78
genreStrategy 1.44
rating_everyone1 11.75
critic_score_c 1.29
critic_count_c 1.59
user_count_c 1.33
platform_companyNintendo:rating_everyone1 3.63
platform_companyPC:rating_everyone1 1.64
platform_companySega:rating_everyone1 1.44
platform_companySony:rating_everyone1 3.29
genreAdventure:rating_everyone1 1.48
genreFighting:rating_everyone1 1.06
genreMisc:rating_everyone1 2.60
genrePlatform:rating_everyone1 3.33
genrePuzzle:rating_everyone1 4.88
genreRacing:rating_everyone1 3.92
genreRole-Playing:rating_everyone1 1.60
genreShooter:rating_everyone1 1.07
genreSimulation:rating_everyone1 1.95
genreSports:rating_everyone1 8.52
genreStrategy:rating_everyone1 1.47
1.5. Model Assumptions and Validation
9
āˆ’40 āˆ’20 0 20
āˆ’4
āˆ’2
0
2
4
critic_score_c
Residual
āˆ’20 0 20 40 60 80
āˆ’4
āˆ’2
0
2
4
critic_count_c
Residual
0 2000 4000 6000 8000 10000
āˆ’4
āˆ’2
0
2
4
user_count_c
Residual
Microsoft Nintendo PC Sega Sony
āˆ’4
āˆ’2
0
2
4
platform_company
Residual
Action Fighting Platform Racing Shooter Sports
āˆ’4
āˆ’2
0
2
4
genre
Residual
0 1
āˆ’4
āˆ’2
0
2
4
rating_everyone
Residual
fitted(.)
resid(.,
type
=
pearson)
āˆ’4
āˆ’2
0
2
4
āˆ’4 āˆ’2 0 2 4
āˆ’2 0 2
āˆ’4
āˆ’2
0
2
4
Normal Qāˆ’Q Plot
Theoretical Quantiles
Sample
Quantiles
10

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Analyzing Video Game Sales

  • 1. Final Project SebastiĆ”n Soriano PĆ©rez [ss1072] 12/10/2019 Analyzing Video Game Sales Summary This report will try to find what factors can help determine whether a video game release will be suc- cessful in terms of the number of units it sells worldwide, and which of these factors have the strongest impact on sales. This analysis uses a public dataset that gathers data for video games that have sold more than 100,000 copies worldwide from 1976 to 2016, and includes the video gameā€™s development and release information, as well as information on the public reception of the video game. By creating a hierarchical multiple linear regression model with random intercept effects, it was found that the most significant predictors are the platform manufacturer, the genre of the videogame, the number of users and critics that review the video game on Metacritic, as well as the aggregated critic score it receives. See https://github.com/sebastiannw/StatisticalModeling/tree/master/MRD_FinalProject for all files related to this project. Introduction The video game industry has been growing consistently during the last two decades, and in 2017 it was worth more than 122 billion USD worldwide according to an article on Bloomberg. There are several factors that influence whether a video game will be successful or not, such as the developer studio, the critics rating, the user rating, among others. I will build a model to analyze what factors can help us determine how successful will a video game be in terms of global sales. The goal of this project is to find what are the most significant predictors for a video games success, mea- sured as the number of sales around the world. I analyzed a total of 4195 video game software releases across the world by 50 different developers. I built a hierarchical linear model on a logarithmic transforma- tion of the global sales, with random slopes by developer, using a manual stepwise selection process using AIC and conditional R-squared as selection criteria. Considering that the developing studio plays a major role on a customerā€™s decision to buy a new game, and due to the fact that accounting for every single studio included in the dataset (444 total) would make the interpretation too complicated, I used a random sample of 50 developers and built an appropriate hierarchical model with random intercepts effects for each one of them. The variables in the final model were found to be significant in predicting the global sales for a video game. Data The data was obtained from Kaggle (https://www.kaggle.com/rush4ratio/video-game-sales-with-ratings). It contains data from video games with 100,000 or more global sales from 1976 to 2016. The data contains 16719 rows with the following columns: ā€¢ name (categorical): Name of the video game ā€¢ platform (categorical): PLatform or console for which the video game was released ā€¢ year_of_release (categorical): Year of first release ā€¢ genre (categorical): Genre of the video game ā€¢ publisher (categorical): Publishing company ā€¢ na_sales (numerical): Units sold in North America ā€¢ eu_sales (numerical): Units sold in Europe 1
  • 2. ā€¢ jp_sales (numerical): Units sold in Japan ā€¢ other_sales (numerical): Units sold in the rest of the world ā€¢ global_sales (numerical): Total units sold worldwide ā€¢ critic_score (numerical): Average score (from 0 to 100) according to critics from other media aggre- gated by Metacritic ā€¢ critic_count (numerical): Number of critics taken into account for the Metacritic critic score ā€¢ user_score (numerical): Average score (from 0 to 100) according to Metacritic users ā€¢ user_count (numerical): Number of user scores on Metacritic ā€¢ developer (categorical): Video game developing company ā€¢ rating (categorical): Video game rating according to the ESRB that indicates the appropriate audi- ence Around half of the rows in the dataset have missing values. First of all, I filtered out every video game release before 2000 since it seemed that for older releases there was more missing data and this report is only concerned with more recent releases. After observing the rest of the rows, the missing data seemed to be at random, so I decided to use only the 6951 rows with complete data. To consider the variable publisher into the model (since it has 444 different levels), I took a random sam- ple of 50 different publishing companies from the dataset and built a sample dataset to work with. I ob- served the distribution of the response variable global_sales and noticed that its distribution is not normal. After applying a logarithmic transformation the distribution becomes normal, so I added the following column to the dataset: ā€¢ log_global_sales: Logarithmic transformation of global_sales 0 1000 2000 3000 0 20 40 60 80 global_sales count 0 200 400 600 āˆ’5.0 āˆ’2.5 0.0 2.5 log_global_sales count Since the categorical variables have many levels and in order to center the numerical variables to avoid multicollinearity issues, I created the following additional columns: ā€¢ critic_score_c (numerical): Values of critic_score minus the columnā€™s mean value ā€¢ critic_count_c (numerical): Values of critic_count minus the columnā€™s mean value ā€¢ user_score_c (numerical): Values of user_score minus the columnā€™s mean value ā€¢ user_count_c (numerical): Values of user_count minus the columnā€™s mean value ā€¢ platform_company (categorical): Company that manufactures the video gameā€™s platform ā€“ ā€˜Nintendoā€™ when platform is ā€˜3DSā€™, ā€˜DSā€™, ā€˜GBā€™, ā€˜GBAā€™, ā€˜GCā€™, ā€˜N64ā€™, ā€˜Wiiā€™, or ā€˜WiiUā€™ ā€“ ā€˜Segaā€™ when platform is ā€˜DCā€™ ā€“ ā€˜PCā€™ when platform is ā€˜PCā€™ ā€“ ā€˜Microsoftā€™ when platform is ā€˜X360ā€™, ā€˜XBā€™, or ā€˜XOneā€™ ā€“ ā€˜Sonyā€™ when platform is ā€˜PSā€™, ā€˜PS2ā€™, ā€˜PS3ā€™, ā€˜PS4ā€™, ā€˜PSPā€™, or ā€˜PSVā€™ ā€¢ rating_everyone (binary): Indicates if there is not an age restriction for the video game release ā€“ ā€˜1ā€™ when rating is ā€˜Eā€™ ā€“ ā€˜0ā€™ when rating is not ā€˜Eā€™ A summary of the data variables being analyzed can be found in Appendix 1.1. For the Exploratory Data Analysis, I plotted every relevant variable versus the response variable log_global_sales. All of the categorical variables seemed to have different means for the response variable on at least two levels, and the numerical variables seemed to have a positive effect on the response vari- able. I observed at some interactions between categorical variables (platform_company:rating_everyone, 2
  • 3. platform_company:genre, and genre:rating_everyone) and since the distributions seemed to vary I took them into account during the model selection. (For a full EDA, see Appendix 1.2). āˆ’5.0 āˆ’2.5 0.0 2.5 publisher log_global_sales publisher Marvelous Entertainment Microsoft Game Studios Nintendo Screenlife Sony Computer Entertainment āˆ’5.0 āˆ’2.5 0.0 2.5 25 50 75 100 critic_score log_global_sales āˆ’5.0 āˆ’2.5 0.0 2.5 Microsoft Nintendo PC Sega Sony platform_company log_global_sales rating_everyone 0 1 Model In order to obtain a final model for the response variable log_global_sales various methods for model selection were tested and interactions between predictors were considered as part of the full model. Since the publishing companies in the sample dataset are a sample of the total publishers available, I included random intercept effects for publisher in the final model. The categorical and numerical variables (except for na_sales, eu_sales, jp_sales, and other_sales, since their sum is exactly equal to global_sales) were taken into account for the model selection as predictors. The interaction terms platform_company:genre, platform_company:rating_everyone, and genre:rating_everyone were considered too. The final model was selected with a manual stepwise approach in R, using AIC and the conditional R_GLMM-squared (conditional R-squared) from the MuMIn package, which is described as ā€œa variance explained by the entire model, including both fixed and random effectsā€ in the r.squaredGLMM function documentation. The final modelā€™s conditional R-squared is 0.4928372, meaning almost half of the dataā€™s variance is explained by the model. The variables platform, genre, critic_score_c, critic_count_c, user_count_c, as well as the interac- tions platform:rating_everyone and genre:rating_everyone were found to be significant. The variable rating_everyone was added to the model because its interactions had significant levels and improved the model considerably. With an AIC value of 12114, the final model has the following formula: log_global_salesi,j = Ī²(Intercept) + Ī³(Intercept),j + X pāˆˆP Ī²p platform_companyp i,j + X gāˆˆG Ī²g genreg i,j +Ī²rating_everyonerating_everyonei,j + Ī²critic_score_ccritic_score_ci,j + Ī²critic_count_ccritic_count_ci,j +Ī²user_count_cuser_count_ci,j + X pāˆˆP Ī²p,rating_everyone platform_companyp i,j rating_everyonei,j + X gāˆˆG Ī²g,rating_everyone genreg i,j rating_everyonei,j + Ē«i,j; Where: j āˆˆ J; (J is the set of 50 publishers, for the full set see Appendix 1.3.) P = {Nintendo, PC, Sega, Sony} G = {Adventure, Fighting, Misc, Platform, Puzzle, Racing, Role-Playing, Shooter, Simulation, Sports, Strategy} Ē«i,j āˆ¼ N 0, Ļƒ2 and Ī³(Intercept),j āˆ¼ N 0, Ļ„2 (Intercept) The final modelā€™s fixed coefficients have the following values for every Ī² coefficient: 3
  • 4. Table 1: Modelā€™s Fixed Coefficients Estimate t.value Pr...t.. 2.5 % 97.5 % Sales (Intercept) -1.63 -15.34 0.00 -1.86 -1.42 0.20 platform_companyNintendo 0.08 1.31 0.19 -0.04 0.21 1.09 platform_companyPC -1.44 -18.27 0.00 -1.59 -1.28 0.24 platform_companySega -0.66 -1.68 0.09 -1.42 0.11 0.52 platform_companySony 0.46 8.80 0.00 0.36 0.56 1.58 genreAdventure -0.34 -2.99 0.00 -0.56 -0.12 0.71 genreFighting 0.31 3.61 0.00 0.14 0.47 1.36 genreMisc 0.53 6.00 0.00 0.36 0.71 1.71 genrePlatform 0.06 0.58 0.56 -0.14 0.26 1.06 genrePuzzle -0.20 -0.74 0.46 -0.75 0.34 0.82 genreRacing 0.15 1.71 0.09 -0.02 0.33 1.16 genreRole-Playing -0.19 -2.52 0.01 -0.33 -0.04 0.83 genreShooter 0.11 1.83 0.07 -0.01 0.22 1.11 genreSimulation 0.43 4.52 0.00 0.24 0.61 1.53 genreSports 0.14 1.45 0.15 -0.05 0.32 1.15 genreStrategy -0.50 -4.48 0.00 -0.72 -0.28 0.61 rating_everyone1 0.16 1.37 0.17 -0.07 0.40 1.18 critic_score_c 0.02 17.08 0.00 0.02 0.03 1.02 critic_count_c 0.02 18.85 0.00 0.02 0.02 1.02 user_count_c 0.00 14.91 0.00 0.00 0.00 1.00 platform_companyNintendo:rating_everyone1 0.23 2.39 0.02 0.04 0.43 1.26 platform_companyPC:rating_everyone1 -0.04 -0.28 0.78 -0.35 0.26 0.96 platform_companySega:rating_everyone1 0.36 0.51 0.61 -1.01 1.74 1.43 platform_companySony:rating_everyone1 0.13 1.43 0.15 -0.05 0.30 1.13 genreAdventure:rating_everyone1 -0.13 -0.51 0.61 -0.61 0.36 0.88 genreFighting:rating_everyone1 -0.78 -1.48 0.14 -1.80 0.25 0.46 genreMisc:rating_everyone1 -0.23 -1.46 0.14 -0.54 0.08 0.79 genrePlatform:rating_everyone1 -0.15 -0.93 0.35 -0.46 0.16 0.86 genrePuzzle:rating_everyone1 -0.40 -1.23 0.22 -1.03 0.23 0.67 genreRacing:rating_everyone1 -0.26 -1.79 0.07 -0.54 0.02 0.77 genreRole-Playing:rating_everyone1 0.47 2.59 0.01 0.12 0.83 1.60 genreShooter:rating_everyone1 -1.68 -3.92 0.00 -2.52 -0.84 0.19 genreSimulation:rating_everyone1 -0.10 -0.53 0.60 -0.46 0.26 0.91 genreSports:rating_everyone1 -0.22 -1.58 0.11 -0.48 0.05 0.81 genreStrategy:rating_everyone1 0.07 0.27 0.78 -0.42 0.55 1.07 The baseline intercept indicates that a game of no particular publisher, released on a Microsoft Console, of the Action genre, with an age-restriction rating, with critic score of 71.58, reviewed by 30.77 critics and 181.4 users would sell 0.20 million (M) copies worldwide. The most significant variables is critic_count_c. A one-unit increase (31.77 critic reviews in total) would indicate a video game could be expected to sell 2% more units. The other significant variables are platform_companyPC (76% less sales), critic_score_c (2% more sales for a one unit increase), user_count_c (0.05% more sales for a one unit increase), platform_companySony (58% more sales), genreMisc (71% more sales), genreSimulation (53% more sales), genreStrategy (39% less sales), genreShooter:rating_everyone (additional 81% less sales), genreFighting (36% more sales), genreAdventure (29% less sales), genreRole-Playing:rating_everyone (additional 60% more sales), platform_companyNintendo:rating_everyone (additional 26% more sales), and genreRole-Playing (17% 4
  • 5. less sales) in order of significance. The random intercept effects by plublisher or Ī³(Intercept) random effects are shown in the following plot (See Appendix 1.3. for a table with the point estimates): Yacht Club Games Microids Indie Games Enterbrain Blue Byte FuRyu Corporation DHM Interactive Rebellion Developments Agetec Crave Entertainment CDV Software Entertainment Lighthouse Interactive Flashpoint Games Midas Interactive Entertainment Kool Kizz Codemasters Media Rings XS Games Ackkstudios Crimson Cow Compile Heart Milestone S.r.l. 2D Boy bitComposer Games Sony Computer Entertainment Acclaim Entertainment 3DO Namco Bandai Games Little Orbit Gathering of Developers Reef Entertainment Midway Games Konami Digital Entertainment Marvelous Entertainment Mamba Games Screenlife Oxygen Interactive Home Entertainment Suppliers PopCap Games Tetris Online Iceberg Interactive Atari Rondomedia Sega Ubisoft Microsoft Game Studios Activision Electronic Arts Nintendo LucasArts āˆ’1.5 āˆ’1.0 āˆ’0.5 0.0 0.5 1.0 (Intercept) As for the random intercept effects, it can be observed that only 10 out of the 50 publishers have signifi- cant (with 95% confidence) values: LucasArts (a baseline game would sell 0.55M copies), Nintendo (0.55M too), Electronic Arts (0.39M), Activision (0.37M), Microsoft Game Studios (0.29M), Ubisoft (0.29M), Sega (0.26M), Atari (0.24M), Microids (0.11M), and Yacht Club Games (0.09M) (the latter two have neg- ative random intercept effects). It is noteworthy that the first 8 publishers release the largest number of videogames and are among the best known video game companies in the world. All of the VIF values of the model predictors are below 5 with the exception of rating_everyone (See Appendix 1.4. for each individual VIF value). I decided to keep the variable in the model because the interactions between rating_everyone and the categorical variables improve the model significantly. For the most part, the model does not show any serious multicollinearity issues. The model assumptions of linearity, independence, and equal variance seem to be met. The normality assumptions may be a reason to worry about since the Q-Q shows tails on both sides. (See Appendix 1.5.) Conclusions The final model indicates that the main factors that can help us determine how many units a video game will sell globally are the platform manufacturer, the genre of the videogame, the number of users and critics that review the video game on Metacritic, as well as the aggregated critic score it receives. The platforms in which video games sell the most units are made by Sony, belong to the Misc genre, and are rated E for everyone. The better the critic score a video game receives, and the more users and critics reviews it gets, the more units it will sell worldwide. To improve the model I would start with the collection of data. Building a better web scrapping script I could get complete data for more video games, including recent years. A restriction on the publishing com- panies to only those that have sold more than a certain amount of units worldwide could also improve the analysis. To avoid the multicollinearity issue with rating_everyone I would use the variable rating instead, although the model interpretation and the interaction effects would become way more complicated, and the model would be less practical or useful. Although the conditional R-squared value is just a little bit below 0.5, I believe this hierarchical model does represent the reality well enough. The variables that were found to be significant confirm the informa- tion observed during the exploratory data analysis, and correspond to my knowledge and understanding of the video game industry. The most well-known publishing companies, best selling platform manufacturers, and most popular genres correspond to the interpretation of the model. 5
  • 6. Appendix 1.1 Dataset Summary ## [1] sample_data ## name platform ## Madden NFL 07 : 9 PS2 : 717 ## LEGO Star Wars II: The Original Trilogy : 8 X360 : 516 ## Need for Speed: Most Wanted : 8 PS3 : 478 ## Harry Potter and the Order of the Phoenix : 7 XB : 391 ## LEGO Indiana Jones: The Original Adventures: 7 PC : 362 ## Madden NFL 08 : 7 Wii : 306 ## (Other) :4149 (Other):1425 ## year_of_release genre publisher ## Min. :2000 Action :899 Electronic Arts : 961 ## 1st Qu.:2004 Sports :793 Ubisoft : 512 ## Median :2007 Shooter :529 Activision : 505 ## Mean :2007 Racing :396 Sony Computer Entertainment: 322 ## 3rd Qu.:2010 Role-Playing:324 Nintendo : 309 ## Max. :2016 Misc :275 Sega : 292 ## (Other) :979 (Other) :1294 ## na_sales eu_sales jp_sales other_sales ## Min. : 0.0000 Min. : 0.0000 Min. :0.00000 Min. :0.0000 ## 1st Qu.: 0.0800 1st Qu.: 0.0200 1st Qu.:0.00000 1st Qu.:0.0100 ## Median : 0.1900 Median : 0.0800 Median :0.00000 Median :0.0300 ## Mean : 0.4842 Mean : 0.2998 Mean :0.08069 Mean :0.1014 ## 3rd Qu.: 0.4800 3rd Qu.: 0.2600 3rd Qu.:0.01000 3rd Qu.:0.0900 ## Max. :41.3600 Max. :28.9600 Max. :6.50000 Max. :8.4500 ## ## global_sales critic_score critic_count user_score ## Min. : 0.0100 Min. :17.00 Min. : 3.00 Min. : 6.00 ## 1st Qu.: 0.1500 1st Qu.:64.00 1st Qu.: 16.00 1st Qu.:66.00 ## Median : 0.3700 Median :74.00 Median : 26.00 Median :77.00 ## Mean : 0.9663 Mean :71.58 Mean : 30.77 Mean :73.13 ## 3rd Qu.: 0.9300 3rd Qu.:81.50 3rd Qu.: 42.00 3rd Qu.:83.00 ## Max. :82.5300 Max. :98.00 Max. :113.00 Max. :97.00 ## ## user_count developer rating ## Min. : 4.0 Electronic Arts : 612 E :1493 ## 1st Qu.: 12.0 Ubisoft : 305 T :1396 ## Median : 29.0 Konami : 146 M : 732 ## Mean : 181.4 Sony Computer Entertainment: 107 E10+ : 548 ## 3rd Qu.: 96.0 Nintendo : 85 : 26 ## Max. :10665.0 Codemasters : 66 AO : 0 ## (Other) :2874 (Other): 0 ## log_global_sales platform_company rating_everyone critic_score_c ## Min. :-4.60517 Microsoft:1005 0:2702 Min. :-54.585 ## 1st Qu.:-1.89712 Nintendo :1130 1:1493 1st Qu.: -7.585 ## Median :-0.99425 PC : 362 Median : 2.415 ## Mean :-1.01178 Sega : 10 Mean : 0.000 ## 3rd Qu.:-0.07257 Sony :1688 3rd Qu.: 9.915 ## Max. : 4.41316 Max. : 26.415 ## ## critic_count_c user_score_c user_count_c 6
  • 7. ## Min. :-27.766 Min. :-67.129 Min. : -177.42 ## 1st Qu.:-14.766 1st Qu.: -7.129 1st Qu.: -169.42 ## Median : -4.766 Median : 3.871 Median : -152.42 ## Mean : 0.000 Mean : 0.000 Mean : 0.00 ## 3rd Qu.: 11.234 3rd Qu.: 9.871 3rd Qu.: -85.42 ## Max. : 82.234 Max. : 23.871 Max. :10483.58 ## 1.2. Exploratory Data Analysis āˆ’5.0 āˆ’2.5 0.0 2.5 publisher log_global_sales publisher Marvelous Entertainment Microsoft Game Studios Nintendo Screenlife Sony Computer Entertainment āˆ’5.0 āˆ’2.5 0.0 2.5 platform_company log_global_sales platform_company Microsoft Nintendo PC Sega Sony āˆ’5.0 āˆ’2.5 0.0 2.5 genre log_global_sales genre Action Adventure Misc Platform Puzzle Racing Roleāˆ’Playing Shooter Simulation Sports āˆ’3 āˆ’2 āˆ’1 0 1 developer log_global_sales developer Adrenium Blue Omega Gāˆ’Artists Lost Toys Santa Cruz Games Shaba Games Stormfront Studios The Workshop Twisted Pixel Games Westwood Studios āˆ’5.0 āˆ’2.5 0.0 2.5 rating_everyone log_global_sales rating_everyone 0 1 āˆ’5.0 āˆ’2.5 0.0 2.5 25 50 75 100 critic_score log_global_sales āˆ’5.0 āˆ’2.5 0.0 2.5 0 30 60 90 critic_count log_global_sales āˆ’5.0 āˆ’2.5 0.0 2.5 25 50 75 100 user_score log_global_sales āˆ’5.0 āˆ’2.5 0.0 2.5 5.0 0 3000 6000 9000 user_count log_global_sales āˆ’5.0 āˆ’2.5 0.0 2.5 Microsoft Nintendo PC Sega Sony platform_company log_global_sales rating_everyone 0 1 āˆ’5.0 āˆ’2.5 0.0 2.5 ActionAdventure Fighting Misc PlatformPuzzle Racing Roleāˆ’Playing Simulation Strategy genre log_global_sales rating_everyone 0 1 āˆ’5.0 āˆ’2.5 0.0 2.5 genre log_global_sales genre Action Adventure Fighting Misc Platform Puzzle Racing Roleāˆ’Playing Shooter Simulation Sports Strategy Nintendo āˆ’4 āˆ’2 0 2 genre log_global_sales genre Action Adventure Fighting Misc Platform Puzzle Racing Roleāˆ’Playing Shooter Simulation Sports Strategy Microsoft āˆ’2.5 0.0 2.5 genre log_global_sales genre Action Adventure Fighting Misc Platform Puzzle Racing Roleāˆ’Playing Shooter Simulation Sports Strategy Sony āˆ’2.5 0.0 genre log_global_sales genre Action Adventure Misc Platform Puzzle Racing Roleāˆ’Playing Shooter Simulation Sports Strategy PC 7
  • 8. 1.3. Random Effects for the Intercept by Publisher Table 2: Random Effects for the Intercept by Publisher gamma log_global_sales Scale global_sales Scale 2D Boy -0.04 -1.67 0.19 3DO -0.01 -1.65 0.19 Acclaim Entertainment -0.01 -1.65 0.19 Ackkstudios -0.10 -1.74 0.18 Activision 0.65 -0.98 0.37 Agetec -0.28 -1.91 0.15 Atari 0.19 -1.45 0.24 bitComposer Games -0.03 -1.66 0.19 Blue Byte -0.37 -2.00 0.14 CDV Software Entertainment -0.23 -1.86 0.16 Codemasters -0.15 -1.79 0.17 Compile Heart -0.09 -1.72 0.18 Crave Entertainment -0.25 -1.88 0.15 Crimson Cow -0.10 -1.73 0.18 DHM Interactive -0.33 -1.96 0.14 Electronic Arts 0.68 -0.95 0.39 Enterbrain -0.38 -2.01 0.13 Flashpoint Games -0.22 -1.85 0.16 FuRyu Corporation -0.36 -1.99 0.14 Gathering of Developers 0.02 -1.62 0.20 Home Entertainment Suppliers 0.14 -1.50 0.22 Iceberg Interactive 0.17 -1.46 0.23 Indie Games -0.44 -2.07 0.13 Konami Digital Entertainment 0.06 -1.58 0.21 Kool Kizz -0.16 -1.80 0.17 Lighthouse Interactive -0.23 -1.86 0.16 Little Orbit 0.01 -1.63 0.20 LucasArts 1.04 -0.59 0.55 Mamba Games 0.07 -1.56 0.21 Marvelous Entertainment 0.06 -1.57 0.21 Media Rings -0.12 -1.76 0.17 Microids -0.56 -2.19 0.11 Microsoft Game Studios 0.41 -1.22 0.29 Midas Interactive Entertainment -0.20 -1.84 0.16 Midway Games 0.03 -1.61 0.20 Milestone S.r.l. -0.07 -1.70 0.18 Namco Bandai Games 0.00 -1.63 0.20 Nintendo 1.04 -0.60 0.55 Oxygen Interactive 0.08 -1.55 0.21 PopCap Games 0.16 -1.48 0.23 Rebellion Developments -0.29 -1.92 0.15 Reef Entertainment 0.02 -1.61 0.20 Rondomedia 0.23 -1.40 0.25 Screenlife 0.08 -1.55 0.21 Sega 0.29 -1.35 0.26 8
  • 9. Table 3: Random Effects for the Intercept by Publisher (continued) gamma log_global_sales global_sales Sony Computer Entertainment -0.03 -1.66 0.19 Tetris Online 0.16 -1.47 0.23 Ubisoft 0.38 -1.25 0.29 XS Games -0.11 -1.74 0.18 Yacht Club Games -0.80 -2.43 0.09 1.4. Modelā€™s VIFs for the Fixed Effects Table 4: Modelā€™s VIFs for the Fixed Effects x platform_companyNintendo 2.38 platform_companyPC 1.90 platform_companySega 1.46 platform_companySony 2.14 genreAdventure 1.39 genreFighting 1.23 genreMisc 1.93 genrePlatform 2.39 genrePuzzle 4.54 genreRacing 2.48 genreRole-Playing 1.52 genreShooter 1.51 genreSimulation 1.66 genreSports 4.78 genreStrategy 1.44 rating_everyone1 11.75 critic_score_c 1.29 critic_count_c 1.59 user_count_c 1.33 platform_companyNintendo:rating_everyone1 3.63 platform_companyPC:rating_everyone1 1.64 platform_companySega:rating_everyone1 1.44 platform_companySony:rating_everyone1 3.29 genreAdventure:rating_everyone1 1.48 genreFighting:rating_everyone1 1.06 genreMisc:rating_everyone1 2.60 genrePlatform:rating_everyone1 3.33 genrePuzzle:rating_everyone1 4.88 genreRacing:rating_everyone1 3.92 genreRole-Playing:rating_everyone1 1.60 genreShooter:rating_everyone1 1.07 genreSimulation:rating_everyone1 1.95 genreSports:rating_everyone1 8.52 genreStrategy:rating_everyone1 1.47 1.5. Model Assumptions and Validation 9
  • 10. āˆ’40 āˆ’20 0 20 āˆ’4 āˆ’2 0 2 4 critic_score_c Residual āˆ’20 0 20 40 60 80 āˆ’4 āˆ’2 0 2 4 critic_count_c Residual 0 2000 4000 6000 8000 10000 āˆ’4 āˆ’2 0 2 4 user_count_c Residual Microsoft Nintendo PC Sega Sony āˆ’4 āˆ’2 0 2 4 platform_company Residual Action Fighting Platform Racing Shooter Sports āˆ’4 āˆ’2 0 2 4 genre Residual 0 1 āˆ’4 āˆ’2 0 2 4 rating_everyone Residual fitted(.) resid(., type = pearson) āˆ’4 āˆ’2 0 2 4 āˆ’4 āˆ’2 0 2 4 āˆ’2 0 2 āˆ’4 āˆ’2 0 2 4 Normal Qāˆ’Q Plot Theoretical Quantiles Sample Quantiles 10