Much like other common pastimes, video games serve as a glimpse of a society during the time they were produced. As a result, video games are interconnected with various aspects of modern history and allow us to ponder their interactions within the digital world. Video games have become more integrated with our world over the years. Consequently, there are many ways in which socio-political events and video games affect one another. This thought brought us to the question: how have socio-economic events and technological advancements influenced the popularity and thematic trends of video games over the past two decades? Our hypothesis towards this was that socio-economic events and technological advancements significantly impact the popularity and thematic trends of video games, with games reflecting contemporary issues gaining popularity during times of socio-economic unrest, and technologically innovative games surging in popularity following major technological breakthroughs.
Mixed Methodology
There were many ways that we could tackle such a question, though one methodology that we used as the foundation of our project was to begin by collecting useful data about video games. In particular, we wanted to have information about sales numbers, review scores from both audiences and critics, and prevalence of certain genres over time. Gathering this information from a wide range of sources including gaming websites and forums. We would use this data to draw connections between when a specific game genre was popular and reasons as to why that may be the case. Our thought was to see if there were any events, whether historical or technological, that resulted in a shift towards any genre specifically, and record what those events were and the degree to which they affected the market. This methodology would also allow us to collect information about exactly when a game genre rose in popularity and create a timeline describing that trend. With a timeline, the technological advancements in video games will become apparent and will allow us to further explore whether technological innovations influence the video game player base. The choice of our dataset allow us to look at video game sales from 1980 to 2024 and the datasets include the most popular video game platforms used yearly. The methodology we used for our analysis was to take the platforms and the video game sales to graph the changes in video game popularity over time. Advancement in technology allowed the video game industry to implement new technology and graphics to games and we wanted to see if that had an effect on the player base. This idea can also have a humanities aspect, specifically Reader-Response Theory. We thought that the medium in which the game developers sold their games could change how the gamers experience video games. Some people may seek the newest and innovative gaming experience such as VR and motion controls, while other gamers can find joy in playing vintage and classic games. We are planning to incorporate other statistics from the Entertainment Software Association, which include statistics on the player base such as reasons for playing video games, modes of playing games (console, pc, mobile), demographics, and more. Tying in with our analyses on the data set, we can begin to see links between shifts in genre popularity and socio-economic climates.
Notably, we intend to perform several types of analyses to improve the quality of this project. Primarily, we will be doing a thematic analysis, as the most important question we want to answer is what socio-economic circumstances make certain genres favored over others. However, we will also be making use of digital humanities theories to benefit the project. Specifically, Marxist theory to assess the ways in which economic factors can influence games. Additionally, we plan to make use of critical disability studies in terms of making an accessible and intuitively designed website that is simple to navigate for users.
Timeline
Within the past few decades, there has been an increase in the integration of the internet with our daily lives. This increased utilization of the internet has allowed us to track contemporary historical events in addition to recent shifts in gaming. Taking note of these shifts in relation to the events that sparked them provides insight towards what influences our hobbies. Video games serve as a time capsule of our ideas, values, and beliefs, all of which are critical aspects to any civilization and are worth taking the time to understand. Seeing what circumstances work towards making a particular genre better received is beneficial towards allowing game developers to improve the reception of their games. We have created a list of events that have had notable effects on the video game industry.
A visualized timeline, demonstrating key moments in video game history, detailing socio-economic impacts and other factors
Exploratory Data Analysis
Visualization of the number of games by genre and release year (2019-2023), created through the "Popular Video Games 1980-2023) dataset
This visualization highlights the everchanging gaming industry and its marketability to the general public. This specific visualization, displays the number of games released per year, by genre. From this we can see, that the most frequently developed genres are "Adventure", "RPG", "Brawlers", "Indie", and "Shooter" games. A key thing to note, is that after the pandemic, we saw a larger amount of Indie genre based games being developed. This is important, because from it we can tell that during COVID, a spike of interest had to have occurred, which led to game developers, making more of these games for the following years. Thus we are able to see how social conditions can affect the general publics' view on gaming. We are able to see that a broader audience came to gaming during this time and allowed for interest in other genres!
Approaching this visualization, with external data from other resources, we are able to highlight many things! The visualization, mainly shows the total sales by developer. However, when paired with what games these developers made, we can see a pattern. In just the top 5 developers, all of their best selling games, are multiplayer shooters, that both offer a story-based solo campaign, or a FFA multiplayer combat. From this, we can understand that the market for gamers, will mainly prioritize FPS games. We can see that people prefer this sense of fast-paced action and intense scenarios, that allow people to play against each other. Overall, this provides insight as to how developers, decide how to market their games, choosing certain genres
Visualization of the number of total sales, by developer, created through the "Video Game Sales FDatasets from 1971-2024" dataset
Visualization of the number of top 3 games pre-COVID, during COVID, and post-COVID, based on the amount of plays, created through the "Video Game Sales FDatasets from 1971-2024" dataset
This visualization was illuminating in the sense of the types of games displayed. It displays the top 3 games with the most plays from 5 years before COVID, during COVID, and after COVID. It shows how before COVID there was a larger focus on single player games with the top 3 games being primarily single player. Although during COVID there was a switch towards more social simulation and multiplayer games. It is also interesting to see how during COVID the top 3 games are the most popular games of from otherwise niche developers or game series. Especially because the top 3 before COVID are extremely popular and successful series. This allowed for some progress to be made for equal economic opportunity in an industry dominated by ultra-rich, capitalistic entities.
It's intuitive that console games sell for more since they came out first. The coming of age of PC video games explains the technological advancements that has come about. The more advanced that technology gets, like Nvidia's enhancement of the pc video game graphics, or the invention of virtual reality, the more that we can see a shift in platforms. The reason why pc games aren't as popular is because they are considered relatively new. In terms of Mobile games, there wasn't enough data for us to analyze and make conclusions so we decided to exclude it.
Because there are so many console video games that were released compared to video games, looking at how many video games produced each year may tell us the reason behind these differences. From this graph, we can see that the boom in console video games is from 1990s, that's about when the internet came out, so pc video games weren't too popular.
From this graph, we can see that the beginning of video game sale boom was right after when the internet came into the mainstream, therefore, we see a drastic contrast between the amount of console video games that are out and pc games that are out.
Digital Humanities Contribution
Our project contributes to digital humanities through its interdisciplinary approach, integration of theory and practice, and analysis of socio-economic events. This comprehensive methodology offers new insights into the video game industry and promoting development and innovation in the DH field.
Interdisciplinary Approach
Our project demonstrates the value of interdisciplinary approaches in digital humanities by combining cultural studies and data science. We believe this combination provides a useful framework for analyzing complex digital cultural phenomena. For instance, we used data analysis to track popular game genres each year and cultural interpretation to understand how societal events might influence gaming preferences. This reveals the dynamic interaction between cultural products and social contexts. The increase in indie game development post-pandemic highlights how socio-economic shifts can lead to changes in industry trends, showing the adaptability and responsiveness of cultural products to external factors.
Combining Theory and Practice
We demonstrate how the integration of digital humanities theories with practical analysis contributes to a deeper understanding of cultural phenomena. By utilizing Reader-Response Theory, our analysis demonstrates how different platforms offer varied gaming experiences, which in turn affects the reception and interpretation of video games and influences platform sales, highlighting the active role of the “readers” in creating meaning. Additionally, by incorporating Marxist theory, we explore how the economic base influences the cultural superstructure, showing how the market drives the development and popularity of certain game genres. For example, market demand for fast-paced, competitive gaming experiences influences the types of games that developers prioritize, helping to explain why FPS games dominate the market. This integration of theory and practice underscores the practical application of digital humanities theories, showcasing their relevance and utility in analyzing real-world data.
Socio-Economic Event Analysis
Our project examines the impact of socio-economic events on the gaming industry, providing a new perspective on games as socio-cultural phenomena. By comparing game release timelines with socio-economic events, we demonstrate how external factors shape consumer preferences and industry trends. For example, our visualization of game trends before and after COVID-19 highlights a shift from single-player to social simulation and multiplayer games during the pandemic. This shift reflects changes in social behavior and economic conditions, illustrating how external events can affect the gaming industry and consumer behavior.