How Marketing and Gaming Data can be used for Prediction and Behaviour Analysis

Data analysis on ranked matches: which factors lead to victory?

Ranked Match Analysis — Key Metrics & Insights

286 matches · EUW region · Ranked Solo/Duo · Collected via Riot Games API

This project analyzes ranked match data to identify which performance metrics most strongly influence game outcomes. Data is collected using Python (Riot Games API requests), stored in MySQL, and later processed for analysis and visualization.

Key variables include Kills, Deaths, Assists, CS, and Gold Earned. The objective is to translate in-game performance indicators into a data-driven attribution framework, highlighting which factors contribute most significantly to winning matches.

Business Applications of Gaming Data

This project demonstrates how performance drivers can be identified through structured data analysis. By comparing winning and losing outcomes, it is possible to isolate high-impact variables and reduce noise.

The same analytical framework can be applied in business environments:

Dataset Details & Match Statistics

Note: Dataset exported from the Riot API and stored in MySQL; sample rows are shown in the "Sample Data Table" screenshots above.

Charts & Visualizations

MySQL Workbench: ranked_matches table structure with columns match_id, champion, kills, deaths, assists, cs, gold, objective_damage, towers, queue_type, patch_version, timestamp MySQL Workbench: ranked_matches query results showing 286 rows of raw match data with numeric values for kills, deaths, assists, CS and gold per match

Screenshot of the raw data stored in MySQL.

Key Findings

Confusion Matrix and Feature Importance chart. The matrix shows 21 correctly predicted defeats, 29 correctly predicted victories, 6 false positives and 5 false negatives out of 61 matches (~82% accuracy). The Feature Importance bar chart shows damage_to_objectives (~1.65) and assists (~1.35) as the top win predictors, while deaths (~-1.5) is the strongest loss predictor. CS and damage_to_champs are near zero, indicating low predictive value.

Reading the Confusion Matrix

The model was evaluated on 61 matches (test set). 21 defeats and 29 victories were correctly predicted, yielding an overall accuracy of ~82%. There were 6 false positives (defeats predicted as victories) and 5 false negatives (victories predicted as defeats) — a balanced error distribution, suggesting the model is not biased toward either outcome.

50 / 61
Correct predictions
~82%
Accuracy

Reading the Feature Importance

The bar chart shows each feature's coefficient in the model (green = favors victory, red = favors defeat).

Top victory drivers: damage_to_objectives (~1.65) is the single strongest win predictor — directly tied to tower and dragon priority. Assists (~1.35) rank second, confirming that team-oriented play matters far more than solo output. Wards placed and wards killed follow, highlighting that vision control is a meaningful competitive differentiator.

Top defeat drivers: Deaths (~−1.5) is overwhelmingly the strongest negative feature — dying costs gold, tempo, and map pressure simultaneously. vision_score and gold_earned also appear negative, likely reflecting a multicollinearity effect: in losing games, players farm more passively without translating gold into objectives.

CS and damage_to_champs sit near zero — reinforcing the core finding: individual combat and farming statistics are poor predictors of match outcome compared to objective-focused teamplay.

Boxplot comparing kills between wins and losses: wins show a higher median of approximately 10 kills versus 8 in losses, with a tighter distribution in winning matches Boxplot comparing deaths between wins and losses: losses register a median of 6.2 deaths versus 3.6 in wins, making deaths the strongest negative predictor in the dataset Boxplot comparing assists between wins and losses: similar distributions with a slight positive tendency in victories, reflecting the value of team-oriented play Boxplot comparing CS and gold between wins and losses: modest differences between outcomes confirm that individual farming metrics have surprisingly low predictive impact on match result

The boxplots above show how key metrics (Kills, Deaths, Assists, CS, Gold) differ between winning and losing matches.

Interactive Summary

+0.69
Towers
Top win predictor
+0.49
Obj. Damage
Team-oriented
−0.41
Deaths
Top loss predictor
+0.04
CS Score
Weaker than expected

Correlation with Victory

Pearson coefficient — positive = win factor, negative = loss factor

Avg Kills · Win vs Loss

Avg Deaths · Win vs Loss

Key Findings

The analysis reveals that commonly assumed performance indicators do not always translate into victory. Kills and CS (creep score), often perceived as primary success metrics, show surprisingly weak predictive power.

Instead, the strongest predictors of victory are towers destroyed and dragons secured — both inherently team-oriented objectives — suggesting that coordinated, objective-focused play outweighs individual performance. On the negative side, deaths is the single most significant factor associated with defeat, more so than any offensive metric.

This mirrors a fundamental principle applicable beyond gaming: individual output metrics (kills, CS) are less reliable performance indicators than process and collaboration metrics (objectives, assists). A framework built around the right KPIs leads to better outcomes than one optimized for vanity metrics.

Technologies Used

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