Can we predict the global sales of a video game based on its product features and player engagement metrics? This project combines two Kaggle datasets:
- Steam game data (price, playtime, reviews, scores…)
- Global video game sales data
The objective is to build a supervised machine learning model capable of estimating Global_Sales using measurable indicators available at or shortly after release.
Merge Steam and global sales datasets Identify key variables influencing commercial performance Build a predictive model (Linear Regression) Evaluate performance using MSE & R² Extract actionable business insights
🎯 Target Variable
Global_Sales
📌 Explanatory Variables
Price
Required_Age
Achievements
Average_Playtime
Median_Playtime
User_Score
Critic_Score
Positive_Reviews
Negative_Reviews
These variables capture both:
- 🎮 Product attributes
- ⭐ Quality perception
- ⏱️ Player engagement
- 🔍 Exploratory Data Analysis (EDA)
🔎 Quick Exploration (EDA)
- Strongest correlation with Global Sales:
Positive_Reviews and Critic_Score show the most significant positive relationship with commercial performance.
- Engagement is more predictive than price:
Average_Playtime demonstrates a meaningful link with sales, suggesting that retention depth reflects economic value.
- Price impact remains limited:
Price alone does not strongly explain performance. High-priced games do not systematically outperform lower-priced titles.
- Review volume acts as a visibility multiplier:
The total number of reviews (positive + negative) is strongly associated with sales, indicating an exposure dynamic beyond pure sentiment.
📊 Business Interpretation
- Scores vs Sales:
Higher User_Score and Critic_Score tend to align with stronger commercial performance, but quality perception alone is insufficient.
- Engagement depth matters: Titles with longer median and average playtime generally generate stronger global revenue.
- Exposure dynamics: Review volume likely amplifies algorithmic visibility, reinforcing a feedback loop between player engagement and sales.
- Structural limitation: The model captures measurable engagement and perception signals, but does not integrate: Marketing intensity, Franchise power, Platform exclusivity, Release timing
Model type: Linear Regression (Scikit-Learn) Train/Test split Performance metrics: MSE (Mean Squared Error) / R² Score
The model explains a significant portion of variance in Global_Sales, while highlighting the limits of structured quantitative data in entertainment industries.
- Engagement metrics are strong commercial indicators.
- Volume of reviews acts as a visibility amplifier.
- Quality perception influences sales, but is not sufficient alone.
- Predictive models should combine behavioral + contextual features.
👉 Commercial success is a mix of engagement + perception + exposure.
- 📓 Full Jupyter Notebook
- 📊 Data visualizations
- 🤖 Predictive model
- 📝 Executive summary (this README)
All data used comes from Kaggle :
👉 Link to the dataset "Steam's daily sales"
All rights belong to their respective authors.
