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Steam Spy : ウィキペディア英語版
Steam Spy

Steam Spy is a website created by Sergey Galyonkin launched in April 2015. The site uses an application programming interface (API) to the Steam software distribution service that is owned by Valve Corporation to estimate the number of sales of software titles offered on the service. Estimates are made based on the API polling user profiles from Steam to determine what software titles (primarily video games) they own and using statistics to estimate overall sales. The site is run in coordination with GamesIndustry.biz.
==Concept==
Tracking of video game sales is of strong interest to the video game industry, but does not have the robustness of other industries, such as television with the Nielsen ratings system or music with ''Billboard'' charts.〔 Though the NPD Group does track retail and digital sales of video games, access to this data requires payment and it does not typically break down distribution of sales on various platforms.〔 Sites like VGChartz have attempted to collect more detailed sales figures based on external data, but there have been reported problems with how this data is aggregated.〔 Valve's Steam client is largest outlet for digital sales of games for Microsoft Windows, OS X, and Linux platforms. Normally, sales of video games and other software offered by Steam are kept confidential between Valve and the publishers and developers of the titles; developers and publishers are free to offer these numbers to the public if they desired. Valve does offer statistics on the most bought and played games, but otherwise does not provide any sales figures publicly.
The idea for Steam Spy originally came from a similar approach used by Kyle Orland and the website Ars Technica for their "Steam Gauge" feature starting in April 2014. Steam Gauge uses the Steam API to access publicly available user profiles to obtain a list of games that that user owns. At the time of its creation there were over 170 million Steam accounts, making the task of polling the entire list of games impractical. Instead, they opted to poll between 80,000 to 90,000 each day as to collect the game lists, and then used sampling statistics to estimate the total ownership of each game.〔 Ars Technica estimated at its onset that the margin of error was within 0.33%.〔
Galyonkin was inspired by Steam Gauge to create Steam Spy. Steam Spy uses the same approach of sampling a small percentage of Steam accounts, approximately 100,000 to 150,000 per day with a rolling sampling approach. The collected data is processed nightly to create visualizations used on the site, and thus offers historical trends for games as well. As with Steam Gauge, Galyonkin notes that Steam Spy is subject to similar sampling errors, so that data for newly released games or for games with low sales will not likely have accurate estimates of numbers.〔 The polling approach is also prone to promotions that Valve runs, such as when a game is offered for free over a weekend; during this time, the game will appear owned on every Steam profile, and will artificially bump up the sales numbers.〔 Galyonkin's method also polls the amount of time that each profile has played a particular game, allowing him to collect estimated playtime statistics on a per-game basis.
Galyonkin says that his estimates of sales have been confirmed as close with several developers.〔 Gamasutra says that developers that they have spoken to also agree that the numbers from Steam Spy are "in the right ballpark". Dave Gilbert of Wadjet Eye Games noted that developers should take caution towards using Steam Spy's data for financial projections as the analysis does not factor in the cost of the game when purchased or obtained, as it can fluctuate due to sales, gifts, developer promotions, and other situations. Galyonkin does warn of the accuracy of Steam Spy data, equating it to the accuracy of political surveys but believes it is sufficiently accurate for general analysis of trends and broad distributions.
Steam Spy has been used to help quantify certain trends in video game buying behaviors by both Galyonkin and other sources. For example, when Valve introduced the ability to allow buyers to request a refund for any game within certain time constraints in mid-2015, Galyonkin observed that most games received a small increase in sales, proposing that the refund policy enabled users to be more open to try games. Galyonkin also observed that games using the Steam Early access program typically had their largest sales at the point of release for Early Access as opposed to on their completed release.〔 Galyonkin's data also shows that, based on a two-week period in August 2015, that Steam users spend the most time playing games published by Valve, specifically ''Dota 2'', ''Counter-Strike: Global Offensive'', and ''Team Fortress 2''.〔

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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