SPSS ANALYTICS POWERPOINT

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AnalysisofVideoGameSalesData_comments2.pptx

Statistical Analysis Using SPSS

Analysis of Video Game Sales Data

Follow the order of the categories in the rubrics. It is very difficult to understand the structure of your presentation (-0.25)

Introduction

(Dataset to be Analyzed: “Video Game Sales”, Retrieved from Kaggle.com)

This PowerPoint presentation focuses on analyzing the sales data from various Video games using SPSS.

The data set to be analyzed in this paper has been retrieved from Kaggle.com and the dataset contains a list of video games having sales greater than 100,000 copies.

The dataset contains the following fields:

Rank - Ranking of overall sales, Name - The games name, Platform - Platform of the games release (i.e. PC,PS4, etc.),Year - Year of the game's release, Genre - Genre of the game, Publisher - Publisher of the 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 the rest of the world (in millions), Global Sales - Total worldwide sales.

Marketing Implication Based on Analysis Result

Ran Regression Analysis in SPSS using the Variables; NA-Sales, EU-Sales,JP-Sales, Other-Sales and Global-Sales as my Dependent Variables against the Year as the Independent variable.

The analysis shows that year had a negative influence on the Video Game Sales of each region.

However, Increase in Year had a greater negative influence on the JP-Sales with a coefficient of (-2.909), therefore, Sales Of Video Games in Japan greatly decreases as years go by.

However, Video Games Sales are not badly influenced by the increase in Years in NA, North America and other Regions of the world where, North America has the lowest coefficient of (-0.225) while Sales in Other Regions of the world had a coefficient of (-0.255).

This implies that, as year goes by, Video Game Sales in North America and the rest of the world decreases slightly.

No need to show the detailed outcomes. Just summarize implications mainly based on the results.

So, what is the implication based on your findings? (-1)

Explaining the Data and Identifying Y and Xs

The data which is analyze in this case contains the following fields: Rank - Ranking of overall sales, Name - The games name, Platform - Platform of the games release (i.e. PC,PS4, etc.),Year - Year of the game's release, Genre - Genre of the game, Publisher - Publisher of the 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 the rest of the world (in millions), Global Sales - Total worldwide sales.

In this case, we analyze how the Global sales of the Video games relates with the sales of other regions such as the:

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 the rest of the world (in millions). In this case therefore, we run a regression analysis in SPSS wit:

Y=Global sales,X1-NA_Sales, X2=EU-Sales, X3=JP-Sales, X4=Others Sales.

In the previous page, you said, “Ran Regression Analysis in SPSS using the Variables; NA-Sales, EU-Sales,JP-Sales, Other-Sales and Global-Sales as my Dependent Variables against the Year as the Independent variable.”. But your Y variable is different in this page.

Graphs and Interpretation

After Running the Regression, the Output are:

Coefficientsa

Model Unstandardized Coefficients Standardized Coefficients t Sig.

B Std. Error Beta

1 (Constant) 4605.466 103.117 44.663 .000

NA_Sales -505.95 90.637 -.150 -5.582 .000

EU_Sales -655.394 158.500 -.120 -4.135 .000

JP-Sales -635.087 180.613 -.06 -3.516 .000

Other Sales 543.981 314.395 .038 1.730 .084

Dependent Variable: Global Sales

This does not show any graph (-0.5).

Regression Equation

Y= ((4605.466) –(505.95X1) –(655.394X2)- (635.087 X3)+ (543.981X4))

Global Sale= ((4605.466) –(505.95NA-Sales) –(655.394EU-Sales)- (635.087 JP-Sales)+ (543.981Other Sales)) = 3353.016

Show the general regression model using betas and errors (-0.25).

Explain why you chose regression analysis (-0.25).

Move this slide before you show the estimation results.

Descriptive Statistics Tables

Descriptive Statistics

N Minimum Maximum Mean Std. Deviation

NA_Sales 11529 0 16413 1419.04 3262.248

EU_Sales 10155 0 16421 1307.28 3118.671

JP_Sales 10368 0 16448 1384.90 3488.402

Other Sales 11397 0 16463 1840.06 3651.398

Global Sales 10528 0 16063 1602.97 3729.527

Valid N (listwise) 3462

Show this slide before you start regression analysis.

Bivariate Analysis

In this case, Year is the independent variable while Global Sales is the Dependent variable. To check the relationship, we will use the regression model.

Coefficientsa

Model Unstandardized Coefficients Standardized Coefficients

B Std. Error Beta t Sig.

(Constant) 725.342 11.798 61.480 .000

Year -.159 .004 -.428 -38.654 .000

a. Dependent Variable: Global Sales

Y= ((725.342) –(0.159X))

Global Sale= ((725.342) –(0.159Year)), This means that as Year increases by one unit, the Global Sales of the Video Games decreases by (-0.159) unit. There is a negative/decreasing relationship between Video Games Global Sales and the Year.

What is your main topic?

1) Global sales and regional sales or 2) Global sales and years (in fact, this relationship should be examined in a different way)

Interpretation of the Result

From the Analysis of the Video Game Sales Data, it is seen that In this case, year has a negative influence on the Video Game Sales of each region.

However, Increase in Year had a greater negative influence on the JP-Sales with a coefficient of (-2.909), therefore, Sales Of Video Games in Japan greatly decreases as years go by.

Video Games Sales are not badly influenced by the increase in Years in NA, North America and other Regions of the world where, North America has the lowest coefficient of (-0.225) while Sales in Other Regions of the world had a coefficient of (-0.255).

This implies that, as year goes by, Video Game Sales in North America and the rest of the world decreases slightly.

Additionally, Analysis also showed that both, A-Sales, EU-Sales and JP-Sales have negative impact on the Global Sales of the Video Games whereas Other-Sales have a positive impact on the Global Sales of the Video Game.

Move this page after the coefficient estimation results. Where did you get the numbers??