Data Driven Narrative

For this assignment looking at creating a data story or narrative around a given dataset, I decided to take a look at the ranking of video game sales Dataset spanning between 1980-2005. There is a huge amount of information within this dataset making it quite useful for drawing a number of different conclusions. I dont a few different versions of the visualisation with different variables and I’ll be looking at a few different contributing factors to the data, including; the increase and decrease of CS graduates during these times (mainly in America as there is more documentation on this) as well as the economic state of each of the main countries and how video game platforms became more available for the working class over this period of time.

My reason for choosing this dataset part from the huge amounts of data one could pull from it was because it was something that interested me, I grew up playing video games as did most of my generation and nowadays there are just so many genre and trends that move at such a pace to try and represent them in data form would be an incredible undertaking. Online society moves at such a speed and with such changing moods that to create a map of what we play ( even localised to just console games) would take a huge amount of time, with the introduction of emulators to take modern game sales as a certainty that someone is using that specific game console would be foolish, I myself use at least 4 different emulators for gaming. To create clear maps or trends you really do have to go back to when the data was easier. Nowadays the variables to take into account grow by the day. Looking at whether a game sold well because of its genre isn’t enough, you need to look at whether its open world, does it allow co-op, does it hold a good narrative, is there a high level of customisation. Another factor that we already see affecting game sales is whether or not the game will stream well, streaming really does affect how communities view a game and if they want to go out and purchase it, either as a way to bond with a favoured creator or streamer or to play along with them while watching their streams. The game industry is ever growing and thankfully this dataset I’m going to look at stops just around the beginning of youtube which would have greatly skewed results because of gaming youtubers driving sales no matter the genre or publisher.

To begin I did a few different visualisations where I break it down by grouping how many games were published by different consoles, and their sales, mainly looking at the difference between EU and NA. I didn’t look too much into the Japanese Sales much specifically because it has a very different gaming culture to more westernised countries and in regards to population size it because more of an outlier in the data.

Here I just separated the sales per console between Eu and NA (These are all measure per million)

Above is a representation of the amount of games published by the different development companies versus their sales in NA and EU. So this is also over the 35 year span from the 1980’s to the late 2010’s.

Let’s look firstly at a few things we can obviously see the difference in between the two graphs. Most evident is the console that sold the most. North America have always help a long affinity for Microsoft over Sony leading to this cult like love of xbox over say the Wii or PlayStation, now this very much ties into the societal view of ‘American made’ is better and although nowadays the younger generation wouldn’t hold that view in high regard it is still ingrained in their systems. Xbox also focuses on specific genre and FPS games, their best sellers are action games with a high cinematic FPS for immersive gaming. Also huge importance in their top games is the co-operative aspect so you’re getting high grade graphics, a online network for playing however usually a poorer story narrative. Even looking at their top selling Sony game, its a co-op open world that is action based. How society flows really does influence the consumer and one could theorise that the mass playing of these violence based action games is due to a societal desensitisation to violence from a young age in comparison to the European market, (not saying Europe isn’t equally violent but at the beginning of our video game era there was much less of a romanticising of war compared to the army patriotism seen in the US).

Now looking at the EU sales, many of the top games are similar when looking at more recent sales, again we see a huge difference in the most popular console games sold. Sony taking the top two spots over Xbox with open world adventure games in the higher ranking and then moving into the early 2000’s games which were very much within the high fantasy genre and not all of the being co-operative based games. You’re also seeing more of an even distribution over the older games and consoles sold during this time, yes we do like to keep with the time but it’s obvious consoles were being kept in circulation longer than they were in NA, now a factor for this is definitely economy and how accessible it was to the average consumer. Another factor is the arcade scene in America that would also have carried considerably more Sony games and and personal purchases of the high gpu games would have been higher as they’re less likely to be carried in the regular arcade scene.

Below I’m going to show the representation of the sales specific only to genres and not their publishers, You’ll see the genres aren’t actually dissimilar between NA and EU.

Global sales and the representation in genre
NA sales represented in genre
EU sales

If we look at this in comparison to the game sales in regards to the publisher we can see there is little to no difference between what genre bought but very obviously a difference in the game systems and developers bought. People enjoy buying a name and we get this inherent bias towards the publishers we grew up with. I know on a personal level I will always steer towards PS2 games because that’s what I grew up with (Although I do love Halo the game, the books are more interesting) and many Europeans would have a similar view as sony was a household name here for many products both within and outside our home entertainment systems.

Next what I wanna look at is a little case study I thought of while going through all of this data, and that is the correlation between the sales of games and Computer science graduates. I was only able to find a good graph on the graduates for this from Stanford so I will be focusing on NA sales for the next few graphs.

Here is a graph of the graduates of CS in the US(1975-94)

I’ll give some context for the above graph. The rise of personal grew and the market need for coders and competent workers increased exponentially, colleges began allowing larger numbers of students into their CS majors. So we see an increase in students who are capable and many of which will continue on into faculty and high paying jobs. The peak in this graph is important, colleges began to hit capacity for their degrees and companies became more desperate for computer competent workers but with the allowance of large numbers of students quality dropped and college’s began implementing harsher GPA minimum requirements for the entrants. While this was happening although companies were hiring lecturers and paying them a much higher salary as the need for workers in creased so courses were losing faculty while struggling with maximum capacity classes, and then with the introduction of higher gpa requirements the message of CS being ‘unwelcoming’ spread and many resorted to self teaching and development.

Did this affect the development and sales of game released over this time and in the let’s say the 3 subsequent years? It actually did a little bit, you can see the peak in graduates and those interesting in CS does follow a similar pattern to the sales of games. Now something I’d like to look at once ia brush up on my SQL so I can go through and sort the data better is to isolate the release of games over the following decade to the fall in CS bachelors from only american game dev companies, or companies that had large NA offices. However, for the purpose of this assignment I’ll not delve into that because I have 4 other essays due in the next two days and my brain cannot do that right now.

So to form some conclusion from the whole post, we see that although EU and NA have incredibly similar genre bias but publisher and game bias changes a huge amount between the two areas, many contributing factors to this mainly on the shoulders of microsoft and it homeground development it the xbox industry. Another factor of this is that up until recently it was very uncommon for a developer to publish a multi console game compared to nowadays where it is almost expected there to be some movability of the games across platforms or for the games to at least be able to be played on emulators to a high quality.

DH2002- UGC / Crowdsourced Participation and Reflection

The idea of crowd sourced projects is something I’ve always enjoyed either developing or being involved in, from my many years at coderdojo to large scale volunteer initiatives. I’m much more used to in- person, hands on work but obviously because of the pandemic such a thing cannot happen for a time. Zooniverse seems to be a perfect site for academics during these times to keep one’s mind busy and engaged.

I looked over 2 projects on Zooniverse as one of the projects I had been working on ended up being postpone as all the images for transcribing has been completed and more needed to be digitised for work. I chose an archaeological and botanical project as those are areas I’ve always had fondness for. I realise we were supposed to find something related to our minor however as I regret choosing the minor I did choose now after having to deal with the department it belongs to I decided to choose projects that were related to the work I wanted to be involved in at a future stage in my career. I began transcribing for the project Duna, this was a project put up by the National history museum in London. When the original expeditions for the search for different plant-life around the world everything was handwritten in simple accounts that sometimes would be expanded on at a later stage along with sketches done by the botanist at the time. This meant that often the notes and research would be in quite a messy type and could not be transcribed by AI or machine at all. Having this be transcribed by the public was absolutely genius, it is essentially free labour bar the revision of the transcriptions by the archivists but it makes perfect sense for institutes that survive off grants and donations especially at these times when they have no extra income from visitors to their exhibitions. In regards as to how the transcribing was categorised was that it in two main parts, the first being similar to one making a comment box on a regular documents by adding a text box and describing what was adjacent to said text box with very basic meta tags. The second part was putting all of this information into a single text box with the same tags but in the exact layout of the page as it was seen. which now that I’ve looked into more work on transcribing makes a lot of sense as to why you have those two seperate parts to the classifications whereas at the beginning I found it monotonous and repetitive. For me the transcription was quite easy, my mother is a botanist and she passed much of that information onto me throughout my life, because of this I have access to a ridiculous amount of plant identification books which meant when I found a plant name written in an non-leggibile script I could do some investigation by figuring out the first letter and look through my illustrated encyclopedias and figure out what it was I was writing about to make for a better classification. The tool had some very useful tags that you could add at the click of a button: [unclear]word[/unclear], there were two more but because the project is suspended I cannot remember or find them. These tags, I’m guessing, make the revision of the documents considerably easier for the archivists before the publishing of these classifications in their online digitised library.

For me, having contributed to this brings me so much joy. Science is my one true love and by hell or highwater I will find a way to make this degree suit a future in science or science communications. I have once before contributed to an exhibition at the Natural History museum with the help of my uncle and a colleague of his who worked there and needed owl pellets (which are just the coolest thing ever I mo thuairim) for research, this led to my fascination with raptor and bird of prey pellets and subsequent projects and research done on them. In my mind to contribute to science is one of the greatest things ever, in comparison to my contribution to open street map last year my additions to this project meant quite a bit more to me and I had much less apprehension about actually working on it. Which really does shift my view on crowd sourced projects as I had previously thought it was not something I wanted to be involved in over how anxious I was about adding to Open Street Map last year, when after this I realised I had been involved in such projects for years but they never seemed as such to me because I loved what I was doing and would become completely engrossed in the work. So the consequence of my contribution is something that I took more seriously in my methods rather than my end result. I worried about what I was doing every step similar to how I would be when nursing an injured animal but because it’s something I love to do or am so adept at doing my brain goes into an autopilot that allows me to work at my best whilst being incredibly careful in my work. When I go into this state I already know how the work I am doing is going to turn out and the fear dissipates for me. It’s not something that happens but I know it does happen almost always when science is involved, be it research or the nature science it takes to care a raven back to health.

The second project I looked at was World Architecture Unlocked, this was so I could have a more broad view of the projects being done on this platform and how the went about their work. The was this one was transcribed was slightly different, which made sense as it was descriptions of images or landmarks. The transcribing categories were already separated into what the project needed so no extra information would be put into the classification and made it more accessible for those who maybe were not familiar with tagging transcriptions. The process for this was much faster than that of Duna, at most a transcription for this project was a sentence long compared to the many paragraphs of botanical notes and sketches per page. This work was for the  The Courtauld‘s Conway Library, which similar to the Natural History work would be published online once the digitisation was finished. I only spent maybe 4 hours on this project compared to the other because as much as I enjoy archaeology (I’m not kidding here, I do enjoy it greatly, I was even on a archaeological quiz show when I was younger), it is not as close to my heart at botanicals and I merely did this extra work to get a better scope of the work being done.

Now as to how I can use the skills I’ve learned from this in the future or in my thesis. Well, firstly I have discovered how much I enjoy transcribing and I envy those who are paid to do it on the daily. My dream would be to work in archives or a museum so were I able to use these skills in the future to obtain a job in those fields, I’d be overjoyed. For my thesis, I honestly don’t know how I would tie the use of transcribing in. I don’t know where this degree will take me or how I can make a thesis that ties up what I’ve learned into a nice package but I would certainly like to use these skills in my future. They are obviously incredibly things to be able to do and I will happily contribute to other projects, either dh or other, for the time being to be able to be active in the community. However, in regards to doing something crowdsourced in the future would be a very cool thing to do. I quite enjoy teaching and would love to do something with pellets and a teaching tool to go along with it, maybe a crowdsourced project will help me achieve that at some date but for the time being, I can’t see many options for myself to use crowdsourcing for where I’m at right now.

Response to lectures (week 1-6)

I’ve decided to write a response/ review of the talk given to us in weeks 5 and 6 by Pedro Nilsson-Fernàndez re: Open access and Social Media.

Open Access

For me these were the two topics we’ve touched on in the module that I am really interested and passionate about. From a young age I was taught about open access and the freedom of information, and it is something that’s been in my mind even more so now that I’m in a environment that is so dependent on these things. I agree with the fact that we should have more open access documents and the digitisation should be a given in most cases for archiving however there’s also the fact of money. As much as we want everything to be free it just isn’t feasible with out current resources, digitisation takes a lot more time and money than most people realise and academic journals are, in some cases, the sole income for some academics. Eventually we’ll get to a time when academics are paid their dues and everyone has a better living wage but until there monetisation of knowledge is still some thing that needs to be done as a sacrifice while work on better outcomes.

Although I realise this is slightly contradictory to the point I just made, the fact that certain information is pay walled, for example: books for school and classes, basic historic archives as well as quite a large amount of general knowledge. Now, I don’t mean pay walled in the outright sense in all cases, in cases such as LSOTR we forget that all the books and journals on there aren’t openly accessible and that our capitation fees go towards paying for our use of this knowledge outlet. Which, in my opinion, creates this knowledge hierarchy among those who have attended college or an institution and those who maybe decided to pursue another path such as an apprenticeship. This alienation through academia is extremely toxic and creates further socio-economic divides that will continue if more resources aren’t made available to the general public.

Social Media

When it comes to social media there’s dozens of debates one can touch on and extrapolate. In the lecture we didn’t so much talk much about the platforms themselves but their use of our data for things such as marketing and political campaigns.

I never found it surprising that our privacy and our data was no longer our own once we embarked on our online social adventures, part of me hold the opinion that anyone who still thinks that they are able to have absolute and sure control over their own privacy and information is only fooling themselves. Sure, there are steps one can take to stop people knowing about you and attempting to keep yourself as safe a s possible but there will always be someone out there who has information on you and will distribute it whether we like to admit it or not. Of course the Cambridge analytica scandal shook people to their cores, that they were prey to psychological endeavors and were manipulated. Personally I’m just surprised they got caught, it seems like quite a sloppy job, but I mean the corporations involved have now become sloppy in their day to day goings on.

For one of the other assignments I did, I responded to an paper re: the trends in the diffusion of misinformation on social media. This was interesting and talked about the measures taken by platforms to stop the spread of ‘fake news’ on their websites and how there’s been a steady decline over the past 2 years in some websites, however, in otheres there been and exponential increase in the spreading of misinformation and pseudoscience in that same time period. I can see how this paper ties in to the general topic of social media and it touches more so on the finer points that we as a community need to actually focus on and bring forward an awareness of. There’s also a certain level of acceptance that needs to be had among us that, we as a people most likely cannot change what will happen with our data in the near future nor can we stop our information getting out but that we can work on making sure future generations have some forms of security and safety concerning these matters

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