Decoding bias and narrative in competitive video games
summary
Built a Python pipeline that splices broadcast video with ffmpeg, crops with Pillow, sends frames to Azure Computer Vision OCR, stores results in TinyDB and visualizes with Plotly/Dash. Dataset is Overwatch League week 10 — 10 games — and results show damage heroes dominate screen time, supports are often absent, average team on‑screen difference is 9.71%, the in‑game winner has higher screen time in 8 of 10 matches, while pregame win percentage predicts screen time only half the time.
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chapters (26)
- 0:00Intro
- 1:35Motivations
- 2:54Esports, e-sports, eSports
- 4:50Overwatch according to its website
- 5:21Anatomy of an Overwatch game
- 7:28The Overwatch League (2)
- 8:36Following the action
- 10:59Process outline
- 11:38The Architectural Diagram Slide
- 12:06Picking packages
- 12:52Video splicing
- 13:31Area cropping
- 16:29Player name parsing using Azure
- 19:47Data storage using TinyDB
- 20:56Data plotting & stats
- 22:29Chart example
- 23:27Retrospective
- 25:32Dataset
- 25:57Pre-game standings (wins-losses)
- 26:24Pre-game win percentage
- 26:39Bias & hypotheses refresher
- 27:26Results - roles
- 28:12Results - teams
- 31:16Never enough data (2)
- 32:16Takeaways
- 34:40Links - Tools (2)
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