T h e s i s

Thesis V1

(Micro) Through focus towards the subject matter of video game industry data, (Macro) how can new forms of Information Graphics be utilized and demonstrated within common practice in order to break away from conventional forms. In doing so, the goal must be to break away from such conventional forms that are inadequate in addressing the complexity of current data collection and therein representation. The end result, although uncertain, may come to be something of system for future use or a demonstration of methods applied by a single designer that connotes the capabilities of the practice. The outcome may be print and/or digital (Interactive Information Graphics).

Thesis V2

Updated via phase 2 as the data and statistics began to come together in the attempt to generate form towards a cohesive unity of the video gaming industry statistical data.

Through re-assessing the current state of the data correlating to (video) gaming, and in utilizing all data visualization techniques currently employable, what methodologies can be best applied in order to present a broad picture of the video gaming industry as a whole? Can this be applied to a modular system that has the ability to adapt to ongoing accumulation of data and build upon itself? Furthermore, how can this connote an evocative experience to viewers in order to spark attention towards the outlook of the gaming industry that is in more relation to the statistical overtures rather than residing stereotypes.

Thesis V3

This is where phase 2 ended and phase 3 began as I finally came across the industry available data for a larger price and began to turn my focus towards the public sector in creating a information graphics form that would suite the purpose of presenting the current stature of the video gaming community to all those who read it. Initials attempts here were to focus on the highlights of the statistics that are most prominent in substantiating this pursuit.

Through re-assessing the current state of the data correlating to (video) gaming, and in utilizing all data visualization techniques currently employable, what methodologies can be best applied in order to present a broad picture of the video gaming industry as a whole. Pending individual data sets, and in referencing all data visualization techniques currently employable, what methods can best be discerned in order to compile a data system that best applies to the public sector to create an evocative experience with information graphics? Furthermore, how can this evocative experience connote to viewers the current residing of the gaming industry that is in more relation to the statistical overtures rather than residing stereotypes.

Final Thesis

Phase 4 brought me to this current thesis in order to bridge the gap between information graphics and cultural representation of how the information coincides with current societal structure. Quite simply this entails attempts to present the highlights of the data (as mentioned in prior thesis descriptions) towards providing an outlook towards the video gaming community as a whole (globally) that mainly is in opposition to current stereotypes about the demographics of the common video gamer.

Through re-assessing the current state of the data correlating to (video) gaming, and in utilizing all data visualization techniques currently employable, what methodologies can be best applied in order to present a broad picture of the video gaming industry as a whole. Pending individual data sets, and in referencing all data visualization techniques currently employable, what methods can best be discerned in order to compile a data system that best applies to the public sector to create an evocative experience with information graphics? Furthermore, how can this evocative experience connote to viewers the current residing of the gaming industry that is in more relation to the statistical overtures rather than residing stereotypes.

P r o p o s a l

Phase 1: Project Proposal [01][19][2012]

(Micro) Through focus towards the subject matter of video game industry data, (Macro) how can new forms of Information Graphics be utilized and demonstrated within common practice in order to break away from conventional forms. In doing so, the goal must be to break away from such conventional forms that are inadequate in addressing the complexity of current data collection and therein representation. The end result, although uncertain, may come to be something of system for future use or a demonstration of methods applied by a single designer that connotes the capabilities of the practice. The outcome may be print and/or digital (Interactive Information Graphics).

My goal is to find a way to use information graphics to demonstrate a way or system or example to pull together data sets and allow for new viewpoints towards what is already known. In a sense, I hope to expand on existing graphics (in this case gamer demographics and statistics as a focus).

PROPOSAL Here