~/talk

Decoding bias and narrative in competitive video games

Talkat PyCon US 2020 · 2020-04-15..04-23· [data-visualization, machine-learning]
links:none on file
slides:none on file

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.

AI-written summary · about

  1. 0:00Intro
  2. 1:35Motivations
  3. 2:54Esports, e-sports, eSports
  4. 4:50Overwatch according to its website
  5. 5:21Anatomy of an Overwatch game
  6. 7:28The Overwatch League (2)
  7. 8:36Following the action
  8. 10:59Process outline
  9. 11:38The Architectural Diagram Slide
  10. 12:06Picking packages
  11. 12:52Video splicing
  12. 13:31Area cropping
  13. 16:29Player name parsing using Azure
  14. 19:47Data storage using TinyDB
  15. 20:56Data plotting & stats
  16. 22:29Chart example
  17. 23:27Retrospective
  18. 25:32Dataset
  19. 25:57Pre-game standings (wins-losses)
  20. 26:24Pre-game win percentage
  21. 26:39Bias & hypotheses refresher
  22. 27:26Results - roles
  23. 28:12Results - teams
  24. 31:16Never enough data (2)
  25. 32:16Takeaways
  26. 34:40Links - Tools (2)
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