Mamun, Md Asif Ikbal. “Video Game Sales FDatasets from 1971-2024.” Kaggle, 11 June 2024, www.kaggle.com/datasets/mdasifikbalmamun/video-game-sales-fdatasets-from-1971-2024.
Kaggle is an online database that supplies statistical information, mainly datasets. People can create dataframes and datasets and post it on Kaggle for users to download and analyze. This is an important website for us, as it supplies the dataset that we use to do our analysis and create visualizations. The specific dataset allows us to see various information about the video games that were published from 1971 - 2024, with about 64,000 rows of information and 16 columns on each video game. The sheer amount of data that this dataset provides more than enough information for us to do analysis on all of our core questions. It also allows us to do a handful of cross-sectional analyses that may provide interesting insights.
Randomarnab. “Popular Video Games 1980 - 2023 🎮.” Kaggle, 23 Mar. 2023,
www.kaggle.com/datasets/arnabchaki/popular-video-games-1980-2023.
Kaggle is an online database that supplies statistical information, mainly datasets. People can create dataframes and datasets and post it on Kaggle for users to download and analyze. This is an important website for us, as it supplies the dataset that we use to do our analysis and create visualizations. We can use this dataset to do analysis on game genre popularity. This was used as the initial dataset used for the game genre popularity visualization. This dataset also has user ratings that we could utilize to get a more detailed understanding of the popularity of certain games.
Readings
Alyssa Angelina, Antonio Owens, Bionca Linzy, Ian D. Reed, Jonathan Biss, Olivia Clavel, and Suzana Apel. The Evolution of Video Game Culture. Pratt Institute School of Information, 2024, https://studentwork.prattsi.org/infovis/projects/the-evolution-of-video-game-culture/.
A project containing information about popular video game genres throughout the course of a few decades. We found this project had similar themes to what we plan to discuss and served as a useful reference for our project, as it has visualizations that will be similar to ones we create. Because the information within the document is a recollection of popular genres over a few past decades, we were able to note when shifts within popularity towards a genre occurred.
Entertainment Software Association. "2024 Essential Facts About the U.S. Video Game Industry." The Entertainment Software Association, 2024, https://www.theesa.com/resources/essential-facts-about-the-us-video-game-industry/2024-data.
This website is an extra resource that shows some of the statistics for the video game industry. It is useful as it represents the current state of the video game industry and allows us to have a reliable overview of what it looks like today compared to other times. While it doesn’t provide an actual downloadable dataframe, we are gonna use it to look at certain demographics and to help build our own dataframe to include it into our mixed methodology. In other words, it supports us in our own data analysis as we compare the different types of outcomes we get with the visualization questions that illuminate our hypothesis.
Richter, David H., editor. "Marxist Criticism." The Critical Experience: Literary Reading Writing, and Criticism. Bedford/St. Martin's, 1999.
This resource provides an in-depth exploration of Marxist theory, emphasizing the relationship between economic base and superstructure, and its application to literary criticism. The resource is important because it provides a comprehensive understanding of how Marxist theory can be applied to analyze cultural phenomena and fits into the economic and socio-cultural context of our program. This resource helps us analyze the video game industry from a Marxist perspective by showing how economic forces affect the trend of cultural products. By understanding the influence of the economic base on the superstructure, it allows us to better analyze the impact of social events and economic conditions on the development and popularity of video games.
Schwartz, Nick. “The Best-Selling Video Game of Each Year since 1993.” USA Today, Gannett Satellite Information Network, 15 Aug. 2023, ftw.usatoday.com/lists/best-selling-video-games-of-last-30-years.
An article listing the top games of every year from 1993 to 2023 based on cumulative worldwide sales numbers. We wanted to confirm and support our project with both data sets from Kaggle as well as another source of the information on most popular games. We will not necessarily need to refer to this article for our visualization analysis, but it is a concise timeline of the change in the video game industry describing the advancement of console technology and preferred genres. This timeline helped our group form our narrative and evoked questions we could answer through analysis.
Williams, G. H. "Disability, Universal Design, and the Digital Humanities." Digital Humanities Quarterly, vol. 6, no. 2, 2012.
This reading is a text that describes how design choices in presenting digital information have not properly taken into consideration disabled communities. This is an important resource to investigate since our world is becoming increasingly digitized. Which means the negative effects of design choices in the digital humanities will continue to grow. We want to apply this reading to the creation of our project to promote universal accessibility and a high-quality project that will be understood and used by anyone who might come across it.