Implementasi Data Analysis Lifecycle Untuk Meningkatkan Penjualan Video Games Secara Global Dengan Rca Pada Video Game Sales 2013-2017

Pratiwi, Ayu Lintang (2025) Implementasi Data Analysis Lifecycle Untuk Meningkatkan Penjualan Video Games Secara Global Dengan Rca Pada Video Game Sales 2013-2017. Project Report (Praktek Kerja Lapang dan Magang). UPN Veteran Jawa Timur. (Unpublished)

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Abstract

Global video game sales are one of the key indicators in the gaming industry for measuring a product’s success in the market. This industry continues to grow rapidly alongside the increasing number of players and technological innovations. However, the success of a video game in the market is determined not only by the quality of the product but also by marketing strategies, platform selection, and a deep understanding of consumer preferences across various regions. Therefore, this study aims to increase global video game sales by applying the Data Analytics Lifecycle (DAL) method and the Root Cause Analysis (RCA) approach. This study uses a Video Game Sales dataset covering the period from 2013 to 2017, with data reflecting sales performance in various regions, such as North America, Europe, Japan, and other regions. This dataset includes information on genre, platform, publisher, and sales volume in each region. The research process began with a data understanding phase, in which the data structure was analyzed to identify key variables and the relationships between them. Next, a data preparation process was conducted to clean and prepare the data for analysis. This step involved removing duplicate or missing data and normalizing the data to ensure consistency. The data analysis process using the DAL method involves identifying sales patterns based on region, genre, platform, and publisher. The data is analyzed to identify recurring trends, as well as outliers that can serve as important indicators for strategic decision-making. The RCA approach was used to identify the root causes of low sales in specific regions or categories. Through RCA, this study successfully revealed that factors such as a mismatch between game genres and regional preferences, a lack of support for certain platforms in specific regions, and ineffective marketing strategies are the primary causes of low sales. The results of this study indicate that factors such as genre, platform, and market region have a significant impact on global video game sales performance. For example, sports and action genres tend to be more popular in North America and Europe, while role-playing genres enjoy greater popularity in Japan. Additionally, this study found that certain platforms, such as the latest-generation consoles, dominate the market more than older consoles or PCs in specific regions. Marketing strategies also play a decisive role in success, with promotions targeted at regions with specific genre preferences proving to be more effective. The strategic recommendations resulting from this study cover several key points. First, game companies are advised to focus on genres that align with the preferences of specific regional markets. For example, developers can increase production of sports and action games for the North American and European markets, and focus on role-playing games for the Japanese market. Second, companies need to ensure that their products are compatible with platforms that are popular in each region, particularly the latest-generation consoles, which hold a larger market share. Third, marketing strategies should be designed based on sales data analysis and tailored to the demographic characteristics and preferences of specific regions. This study also provides a structured framework through the application of the DAL and RCA methods, which can help game developers and publishers conduct in-depth analysis of sales data. With this approach, decisions become more data-driven, enabling companies to increase revenue and competitiveness in the global market. Furthermore, this study highlights the importance of a deep understanding of regional market preferences to achieve success in the highly competitive gaming industry. Overall, this study provides new insights for gaming companies to optimize their marketing and product development strategies. By utilizing the DAL and RCA methods, companies can identify opportunities and challenges in the global market, thereby enabling them to take more targeted strategic steps. The findings of this study are expected to not only benefit game developers and publishers but also contribute to future research in the fields of data analysis and marketing strategy within the creative industry.

Item Type: Monograph (Project Report (Praktek Kerja Lapang dan Magang))
Contributors:
ContributionContributorsNIDN/NIDKEmail
Thesis advisorSugata, Tri Luhur IndayantiNIDN8948770671230422tri.luhur.fasilkom@upnjatim.ac.id
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
Divisions: Faculty of Computer Science > Departemen of Information Systems
Depositing User: Ayu Lintang Pratiwi
Date Deposited: 20 Jul 2026 04:42
Last Modified: 20 Jul 2026 04:42
URI: https://repository.upnjatim.ac.id/id/eprint/55860

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