This project simulates a Data Analytics Consultant role for a global mobile gaming company. It covers the full analytical lifecycle — from raw data manipulation and realism engineering, through exploratory analysis, to machine learning and a targeted marketing strategy.
Developed as a Final Project for the Miuul Data Analytics Bootcamp.
Key work:
- Data Manipulation & Realism Engineering: The raw Kaggle dataset had unrealistic distributions (e.g. equal gender split in every region). Purchase rates, spend amounts, region distribution and genre mix were re-generated with realistic, seeded (
random_state=42) rules to make the data analysis-ready. - Exploratory Data Analysis (EDA): Investigated player behavior, regional differences and in-game spending with pivots, cross-tabs and visualizations.
- Segmentation & Personas: K-Means segmentation of players into behavioral personas.
- Machine Learning: Classification models with an explicit data-leakage analysis (see below).
- Visualization & Reporting: A 3-page interactive Power BI dashboard for executive decision-making.
The ML section is split into three parts, all running on a single consistent dataframe.
Clustering on scaled numerical behavioral features only (categoricals are used for profiling, not distance). Silhouette scores are low (~0.12) across all k, showing the (largely synthetic) data has no sharp natural clusters — reported transparently. k = 3 is used to produce interpretable personas: Casual, Regular, Hardcore.
EngagementLevel is not an independent label; it is rule-derived from session features (sessions/week, session duration, playtime). Predicting it from those same features yields ~92% accuracy — but this is label reconstruction, not prediction. We prove it:
| Feature set | Accuracy |
|---|---|
| All features (incl. session features) | ~0.925 |
| Session features removed | ~0.595 |
The 92% collapses to 60% once the derived-from features are dropped → data leakage confirmed. This label is best used for reporting/segmentation, not as a prediction target.
A leakage-free, business-relevant target: will the player make an in-game purchase? (InGamePurchases, ~20% positive).
- ROC-AUC: ~0.82
- PR-AUC: ~0.68 (base rate 0.20)
- Top drivers:
LocationandGameGenre
Business takeaway: marketing budget should target high-propensity region × genre combinations (e.g. Asia/Europe + Strategy) to maximize ROI.
A 3-page interactive dashboard:
- Global Overview — high-level KPI tracking
- Behavioral Analysis — session patterns and engagement
- Regional Spending — geographic revenue distribution and genre preferences
- Language: Python (Pandas, NumPy, SciPy, Scikit-Learn)
- Visualization: Power BI, Seaborn, Matplotlib
- Workflow: Scikit-Learn
Pipeline+ColumnTransformer(imputation, scaling, one-hot encoding)
├── data/ # Raw and processed datasets
├── notebooks/ # EDA and machine learning workflow
├── reports/ # Power BI dashboard (.pbix) and screenshot
├── images/ # Supporting visuals
├── requirements.txt # Project dependencies
└── README.md # Project documentationpip install -r requirements.txt
jupyter lab notebooks/gaming_behavior_analysis.ipynb