Click the Original, Code and Reconstruction tabs to read about the issues and how they were fixed.
Objective
The following information refers to the overall sale of virtual games in previous years, segmented by game publishers. The graphs show the increase in total retail sales since 1983. Essentially, it reveals that in 2006, consumers paid over $200 million on virtual gaming, a staggering increase from 1983. The figure represents the highest level in at least two decades. The visualization was created to attract various game publishers in order to enhance their sales and customer demand for virtual games.
The visualization chosen had the following three main issues:
Reference
The following code was used to fix the issues identified in the original.
# Packages Used for the report:
library(readr)
library(gdata)
library(magrittr)
library(dplyr)
library(tidyr)
library(ggplot2)
library(ggthemes)
## Setting Directory
setwd("C:/Users/CLOUD/Downloads/Compressed")
## Importing Dataset from the Directory
Vgames <- read.csv("vgsales.csv")
## Data Manipulation
Vgames1 <- Vgames %>% select(Year,Publisher,Global_Sales) %>% filter(Publisher %in% c("EA Games","Konami DE","Namco","Nintendo","Sony CE"))
Vgames1$Publisher <- factor(Vgames1$Publisher, levels = c("EA Games","Konami DE","Namco","Nintendo","Sony CE"),labels = c("EA_Games"," Konami_DE","Namco","Nintendo","Sony_CE"))
p1 <- ggplot(Vgames1,aes(x=Year,y=Global_Sales,fill= Publisher))+
geom_bar(stat="identity") +
coord_flip() +
facet_grid(.~Publisher,scales="free") +
ggtitle("Publisher Distribution by Yearly Number of Game and Sales") +
xlab("Sales made Globally") +
ylab("Years") +
theme_excel_new()
Data Reference
The following plot fixes the main issues in the original.