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why wouldn't i?
what theory makes you believe that there is something wrong with them?
could they be off by +/- % points?
maybe
this is not some third party group taking a survey for a company
questioning a fraction of the users and extrapolating from the data
this is a company giving us their information directly
what reason would they have to skew it?
"Fake" maybe isn't the word. "Questionable"? "Representative"?
why do you keep bringing up their pop size like it means something?
i have no clue why it fluctuates so much
it could be something as easy to describe as that is just how many logged on and when
you have not given a reason why they would skew/manipulate the data
what purpose would it achieve?
I think it's full of errors and unexplainable fluctuations.
We also don't know whether a simple number of logins can change global data to such insane numbers.
I simply think the data is often not very accurate.
They're not even that unexplainable either. The data is highly suggestive as to the cause (although maybe not why) if you know how to interpret it.
This is irrelevant. Steam isn't sampling the entire population; only the gaming population.
One step further...
"This is irrelevant. Steam isn't sampling the entire population, Steam isn't even sampling the entire gaming population, Steam is sampling only the gaming population of Steam users."
EDIT: which yes, is likely to be highly correlated with "the gaming population". But they don't have 100% marketshare...
Also from what I know 32% of steam users were speaking Chinese in September.
So 32% ->45% ->25%.
(checking historical data is not easy what I also don't like)
How should I read these numbers?
What percentage of steam users use Chinese language?
Just look for yourself...
https://web.archive.org/web/20230000000000*/https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam
Countries are land that fall within human made borders. That's it. And Steam does not care about that, nor should it. As long as it hands out surveys evenly amongst the gaming population, then it would be doing it correctly. An expectation that Steam should hand them out evenly per country would, ironically, be an incorrect sampling bias that would skew the results.
If you can provide some reasoning that Steam is consistently doing this for China, maybe there's a discussion to be had about that (the two months in particular where the numbers jumped are acknowledged as being skewed so there's little point beating that dead horse). It's no secret or anything that China has a massive gaming population, or that there's less of a console gaming population there siphoning some of their gamers away from the PC.
Again, the two months where the numbers were clearly off has been acknowledged as such.
Therefore, when I said the data is suggesting something, I'm not talking about one of those shifts.
I wasn't clear about what I meant. My point isn't that China should represent exactly 17% of the Steam chart, but rather, due to its size, it's likely the most significant influencer on the data. Any errors in data collection in this one country could significantly skew the overall global chart. On the other hand, a country like Sweden is unlikely to ever account for 25% of the chart. In this context, the size of the country does matter.
I've reviewed historical data for China for the last two years. Typically, China accounts for about 25% of the players. However, there are exceptions:
October 2022: 32.17%
March: 51.63%
September: 32.22%
October: 45.93%
While it's feasible for China to make 25% of total players, I have some doubts. I'm certain that errors have impacted the global data at least four times. Three times this year.
The two outlier months (I'm not aware of any beyond that, but you're now showing there's two others to a lesser degree I guess) are apparently (key word) erroneous and can be tossed from consideration, if you will.
Those months aside, the results are typically too consistent to suggest they are wrong, and being "correct" here means whatever Valve wants the data to be, and not what any random person wants the data to measure up to being. Even if what Valve wants is a higher tolerance for being a bit inaccurate than you might wan.. That's an important distinction here and I already pointed this out. The main thing the survey is meant to be used for is for game developers to grasp the broad market, not "X hardware spec/part has precisely Y market share", so people wanting to say the data may be wrong because it doesn't measure up for that is more user error than data error.
Ultimately, Valve's silence seems to indicate to me that they are either unaware of the "issue", or don't care and don't consider it an issue as it's not throwing off the data much for its intended purpose in their eyes (or they don't consider it worth addressing even if they do).
1. it failed
2. bots don't use Vr helms
Yet they just developed a VR Headset small enough for Lab Mice to wear and use.
Yes I'm not kidding, it's a real thing.