maximum coefficient of user count is 72.960,
followed by critic count of 27.320 and critic score of
22.993, and the minimum coefficient of user score is
6.397. In the use of SVM model, the number of users
is still the main factor of prediction, which is
consistent with GBM model. In these two models, the
number of users is always the most important
predictive variable, and the number of comments and
comment scores also play an important role.
Through the above conclusions, it can be helpful for
the future research on game sales.
4 CONCLUSIONS
This study developed a forecasting model to estimate
global video game sales. The research included data
preprocessing, feature selection, model selection,
evaluation, and hyperparameter tuning. Key factors
affecting sales were identified, including ratings,
platforms, genres, and publishers. Several models
were tested, with the gradient boosting model
performing best. The results provide valuable insights
for game developers and publishers, enabling better
strategic decisions. The developed model can predict
sales, enhancing inventory management, pricing
strategies, and marketing efforts. Future research can
further optimize the model and explore its application
in related fields like film or music sales prediction.
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