#especially trawling through and trying to figure out what my top tag was
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utopiastri · 17 days ago
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2024 AO3 Wrapped!!!
thank you to my darlings @nyoomfruits and @cx-boxbox for the tag - i love you both!!! 💕
(i’m including my secret santa fic in here bc i am SO proud of her, even if she’s not technically posted yet)
Works published: 5 (+ 1 secret santa fic)
Kudos: 3,084
Comment threads: 202
Bookmarks: 1,289
Word count: 50,591
Hits: 20,908
Top three kudosed fics:
🏆: you’re always on my team
🥈: you must like me for me
🥉: tell me ‘bout the first time you saw me
Top word count:
🏆: you’re always on my team
🥈: secret santa fic!!!
🥉: you must like me for me
Top ships:
🏆: landoscar
🥈: galex
(lmao my aim for 2025 is maybe to branch out. just a little bit!!! enough to have written three ships lmao)
Top three tags:
🏆: Alternate Universe and Idiots in Love
🥉: Mutual Pining
no-pressure tagging @ipleadbritney, @jusst-you-race and @1425fivefive !!!!
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garfdetective · 10 months ago
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3.11.2024: What I Know and Where to Go
While the simplest and most brute-force way to catalog every Garfield plush would just be to get on Ebay and put each unique listing into a spreadsheet (which trust, I AM doing), just ending there would mean that a LOT of plushies slip through the cracks, and what's the point in an ultimate spreadsheet without all of the available data? As such, I've been trying to use a more top-down approach to fill in the blanks where Ebay cannot.
So far, I've had trouble finding any leads that aren't just dead ends. I haven't been actively recording the process so far, so this is a way to get this blog up to date and also sort out what to do next.
Here's what I know so far:
Dakin Inc has a long winding history, from selling guns to plush animals, but what's important to know for our investigation is that it was founded in 1955 and began merchandising Garfield plushies in the 1980's. It's reasonable to assume that this started at the earliest in 1981, since that was the year that Paws Inc was officially founded and allowed to freely merchandise Garfield's likeness.
Applause Inc, another toy company, bought out Dakin in 1995, after the 1994 San Francisco earthquake, which destroyed their headquarters. I haven't found any evidence of Garfield plushies ever being produced or sold under Applause, which leads me to believe that they stopped Garfield production in that year at the latest.
These give us a hypothetical timeline: 1981-1995. Sweet. Given this timeline, copies/scans of physical catalogs would be a good resource, however I'm having trouble finding them at all, let alone any that feature the Garfield plushies. I'm still trawling the internet looking for them, though I might resort to hoping on Reddit or some old forums to see if anyone else has good leads.
It's hard to find any former members of Dakin Inc as well, especially any who worked during this time period. I'm not deep into this aspect of the investigation yet, so I'll return to this more later.
As for the toys themselves, there are a few details that might be worth looking over, mostly on the tags. First up is the copyright dates on the tags. Some will have just one year number, ex. 1983, while some will have two specific years together, ex. 1978, 1983. These seem to refer to the year that Garfield was picked up and printed by Feature Syndicate (1978) and the year the plushie was produced (1983, here). These will help us create a timeline.
The second feature on the tag is that some plushes will have a number in a circle on the back of their tags. However, I've been yet to find any sort of pattern or meaning to these. It's not character based, as the same character in a different pose will have different numbers and two different characters will have the same number. There's no pattern with similar poses either, nor year of production. Most plushies have them, but I've noticed that some of the Garfield ones don't for whatever reason??
It's been frustrating, because it seems that these numbers might either be related to the production process or catalog ordering, but without the context they mean virtually nothing. I've looked into tagging practices at the time, even going so far as to email some employees at the US Consumer Product Safety Committee about old tagging standards, but I've come up with nothing. This suggests that this was a practice exclusive (relatively) to Dakins, which is further backed up by noticing that some other Dakin plushes from the time had these numbers as well. The Garfield numbers tended to stay in the teens though, while the numbers I could find on other plushes have been in the 20's and higher.
These are the leads I have for now. My next steps look like this:
scrape the internet for catalog scans
ask in forums for any leads
look into former employees that could answer questions
try and figure out what the numbers on the tags could mean
continue logging new Ebay finds
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bunnyadvocate · 6 years ago
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Analysing VN fans on Steam
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To what extent do JVN and EVN fans on Steam overlap? How many VNs do they buy? Who spends more? Which fandom is more elitist? As an update to my last analysis post on VN sales on Steam, I trawled 100k Steam profiles to find out. Here are my results~
Data collection and definitions
Using the Steam API, I checked over a million steam profiles and collected public game lists on just under 100k users. I then used Steam's "Visual Novel" tag to identify which of those games were VNs. As Steam tends to be more lax on its definition of what a VN is, I cross-referenced this with VNDB.org and only included those games that had a VNDB entry. VNs were then split into three categories:
JVNs: non-free VNs created by a Japanese company.
EVNs: non-free VNs created by a primarily English speaking developer.
Free VNs: free VNs created by either a Japanese or English developer. Unlike the non-free categories, users are only counted as "owning" a free VN if they have logged some time playing it.
Those of you who follow my twitter may notice a few of these graphs are different to what I teased earlier. When investigating the overlap between VNs, I consistently found one group of VNs that were an outlier in terms of their fanbase overlap with other VNs, their userbase size, and their average price. It was always the Chinese and Russian VNs. So in the interests of better analysing the English language VN fandom, I restricted the dataset to only those VNs developed originally in English or Japanese.
Results
Let’s start simple and just see how widespread we VN fans are on Steam:
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While VNs remain a niche, they seem to be widespread enough among the Steam userbase that most users should at least be familiar with what they are. EVNs are penetrating Steam better than JVNs, perhaps due to bundles and lower prices. But they’ve also been on Steam longer than JVNs, with Analogue: A Hate Story being released back in 2012. Overall, 37.9% of Steam users either own or have played a VN of some kind. But owning one VN doesn’t necessarily make you a fan, so let’s see how many VNs these users own.
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The dramatic drop for free VNs show how dependent it is on a few VNs that reach more mainstream attention. 26.5% of free VN users have only played Doki Doki Literature Club for example, and only 53.2% of free VN players have ever bought a VN. This suggests that free VNs might not be an effective strategy for promoting a later commercial release as so few of these users buy VNs.
EVNs drop at a faster rate than JVNs, showing that EVNs’ wider userbase doesn’t necessarily mean they have more users who would identify as VN fans as they tend to only own a couple of VNs. However once we get past the casual crowd, we see EVN owners seem to be more prolific purchasers than JVN owners. EVN owners purchase more VNs on average (5+ EVN owners own 23.7 EVNs on average, whereas 5+ JVN owners own 17.1 JVNs each). This may be because there are 66% more commercial EVNs on Steam than commercial JVNs so there’s more to buy, and they cost far less (the average EVN is £7.31 vs £14.00 for JVNs). So let’s try comparing the average spent on VNs next.
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These prices assume users paid full price so are overestimating the total spent, but the relative value between JVNs and EVNs should be fairly accurate.
Here we can see the influence of those higher JVN prices. While EVN fans may buy more, they spend less. On average, EVN owners spend £60.87 while JVN owners spend £81.12. The richest 10% of spenders have a disproportionate influence on the industry, accounting for 60% of all EVN revenue and 53% of JVN revenue. This is broadly in line with the Steam average, where the top 10% of spenders account for 61% of all revenue. So far we’ve been treating JVN owners and EVN owners as distinct entities, as if they were two warring tribes. But are they actually the same users? Let’s investigate the overlap~
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Given that 86% of free VNs currently on Steam are by English developers, I expected the free VN fanbase to overlap more with EVNs, but it’s actually JVN owners who play free VNs more frequently, as 62.1% of JVN owners play free VNs but only 52.9% of EVN owners do too. Perhaps it’s because there are more EVN owners who are only lightly into VNs so are less aware of other free VN releases.
Equally surprising is how many JVN owners also own EVNs: 75.2%. Despite the reputation of JVNs being the elitist community, it’s EVNs owners who are less likely to try JVNs where only 52.4% of them own a JVN. "But what about bundles” I hear the comment sections cry. Perhaps some EVN/JVN owners just picked up one in a bundle and aren’t really fans of them? OK, let’s retry this overlap with only those users who have at least 5 EVNs/JVNs/Free VNs in their library.
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The biggest drop in size is the free VN category, who lose 88.5% of their users. Meanwhile, the overlap between EVN and JVN fans has only grown tighter; with 60.1% of those who own 5+ EVNs also owning at least 5 JVNs. So it doesn’t seem like bundles explain the strong overlap between JVN and EVN fans, but let’s try another test. If someone picked up a VN through a bundle that they aren’t interested in, they probably wouldn’t play it. So let’s try only counting VNs that have been played:
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There’s been a slight drop in how many JVN players also play EVNs, at 67.6%, but it’s still a significant overlap. So while bundles likely do inflate EVN numbers slightly, there’s no denying how linked the fandoms are. Overall, 59.3% of owned JVNs were played, while 56.2% of EVNs were. The lower EVN percentage is perhaps due to user’s owning more EVNs on average. Although both played stats were higher than the Steam average, where only 49.2% of owned games have any recorded playtime.
So what explains the lingering lower JVN ownership among EVN fans? Are EVNs perhaps catering to a wider audience? One thing the EVN scene is known for it its profusion of otomes (VNs with a female protagonist pursuing male love interests), so let’s compare their overlap.
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Rather than being more insular, otome fans are even more willing to try VNs developed in another language, with 81.2% of EVN otome owners also owning a JVN, and 90.3% of JVN otome owners also owning EVNs. However the overlap between otomes fandoms is smaller than EVNs/JVNs overall (68.6% of JVN otome owners also own EVN otomes, and 37.9% of EVN otomes owners own a JVN otome). Something that especially stands out is just how many otome fans there are in the VN market. 33.1% of EVN owners and 42.1% of JVN owners own an otome. They make up a significant part of the fandom, but many online VN community hubs either ignore or are outright hostile to them.
So it otome’s don’t explain the EVN/JVN gap, what does? To further investigate we’re going to need to delve into individual VN statistics and look through a lot of lists, so I’ll keep that for my next post in a week or two.  
Potential issues
We’ve been basing these statistics on public user profiles, however only 7.4% of Steam users have their game list public. So it’s possible we’re undercounting the more casual userbase who are less likely to have configured their profile to be public.
This has been an analysis of only Steam users, and while Steam is a major part of the game industry, it’s not the only source of VNs. JVN fans may prefer to stick with Mangagamer/Denpasoft etc, while EVN fans may prefer itch.io. So it’s possible the JVN/EVN fandom splits more than these figures would imply.
Conclusion
In my experience, the popular image of the VN fandom is of a male JVN elitist who hates EVNs and would never read an otome, but that really isn’t representative of the customer base. The majority of JVN fans also enjoy EVNs, the average JVN owner owns more EVNs (10.9) than JVNs (7.6). The same is true of EVN fans, who while preferring EVNS (8.5 owned on average) still frequently own JVNs (5.0 owned on average). So the canny VN developer would do well to advertise in both EVN and JVN fandom communities.
I hope you enjoyed the analysis. Please let me know what you think and share any alternative theories you have on these stats. If you’re interested in more, check out my other posts here on tumblr, watch for updates on my twitter, or give me a yell on Discord (Sunleaf_Willow /(^ n ^=)\#1616). Special thanks to /u/8cccc9, Part-time Storier, and Lunaterra for help with the analysis. I just do these analyses for fun, but if you want to support my work with a tip, I accept small donations at ko-fi.
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