🇺🇸 English Version
This project performs a comprehensive Exploratory Data Analysis (EDA) on the global video game market (1980-2020). Using a Kaggle dataset containing 16,000+ records, I analyzed sales trends across different regions, genres, and platforms to extract business insights.
- Data Manipulation: Python (Pandas, NumPy)
- Visualization: Matplotlib, Seaborn
- Environment: Jupyter Notebook
The physical game market experienced a massive boom between 2005 and 2011, followed by a decline likely attributed to the shift toward digital distribution.
(Global sales evolution per year)
Action and Sports are the undisputed leaders in terms of volume, followed closely by Shooters.
(Total sales by Genre)
North America (NA) has historically been the largest market, followed by Europe. Japan represents a smaller but distinct market with unique preferences (Role-Playing games).
(Sales breakdown by Region: NA, EU, JP, Other)
The generation including the PS2, Xbox 360, PS3, and Wii remains the most successful in history in terms of physical software sales.
(Top 10 Platforms by Global Sales)
🇫🇷 Version Française
Analyse Exploratoire de Données (EDA) sur les ventes mondiales de jeux vidéo. L'objectif est de nettoyer les données, découvrir des tendances et communiquer des insights business.
- L'Âge d'Or (2005-2011) : L'industrie a connu un pic historique avant la transition vers le dématérialisé.
- Genres : Les jeux d'Action et de Sport dominent largement le marché mondial.
- Géographie : L'Amérique du Nord reste historiquement le plus gros consommateur de jeux physiques.
- Plateformes : La domination de la PS2 et de la génération Wii/PS3/Xbox360 reste inégalée.
analyse_ventes_jeux_video.ipynb: Le code complet (Nettoyage, Analyse, Visualisation).vgsales.csv: Le jeu de données source./images: Captures d'écran des graphiques.



