Differences
This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision | ||
prominos-lexx-playground [2025/02/05 22:51] – [A primer on barcodes] prominos | prominos-lexx-playground [2025/05/04 04:09] (current) – prominos | ||
---|---|---|---|
Line 23: | Line 23: | ||
and many more | and many more | ||
- | ===== How this guide is structured ===== | + | ===== How is this guide structured? ===== |
This guide will first cover topics that are universal to any cataloging effort regardless of what is being cataloged. This will cover topics such as how to read and interpret UPC barcodes. | This guide will first cover topics that are universal to any cataloging effort regardless of what is being cataloged. This will cover topics such as how to read and interpret UPC barcodes. | ||
Line 47: | Line 47: | ||
* They are not always present. Not every companies adopted barcodes at the same time, in my experience with video game products, vintage and retro video games that came out before the 1990's have good chances to be lacking a barcode. Additionally, | * They are not always present. Not every companies adopted barcodes at the same time, in my experience with video game products, vintage and retro video games that came out before the 1990's have good chances to be lacking a barcode. Additionally, | ||
- | | + | |
+ | | ||
In the next section, I will introduce the most important format of barcodes you should know when cataloging video games. I won't go over every single format in existence my focus will mainly be on what you'll encounter when looking at video game products. | In the next section, I will introduce the most important format of barcodes you should know when cataloging video games. I won't go over every single format in existence my focus will mainly be on what you'll encounter when looking at video game products. | ||
=== International Article Number AKA EAN (European Article Number) === | === International Article Number AKA EAN (European Article Number) === | ||
- | {{:ean.jpg?400|}} | + | {{:ean2.jpg? |
You will find this format of barcode mostly on products that are sold outside of North America and Japan. | You will find this format of barcode mostly on products that are sold outside of North America and Japan. | ||
Line 71: | Line 72: | ||
* 6: This is the check digit, I won't go into the detail of how it is calculated but just know that its value depends on the 12 previous digits. | * 6: This is the check digit, I won't go into the detail of how it is calculated but just know that its value depends on the 12 previous digits. | ||
+ | |||
+ | One last thing to mention is that you might runs into EAN barcodes that ends with a ">" | ||
+ | |||
+ | === Universal Product Code (UPC) === | ||
+ | {{:: | ||
+ | |||
+ | You'll mostly see these in North America. They were the first version of the barcode to be used en masse and it originated in the United States. They work the exact same way as the EAN but the company prefix is 6 digits long instead of 7. You can easily convert a UPC to EAN by prepending a 0 to the UPC (this has no impact on the check digit). You'll notice that visually the check digit is shown separated from the product code contrary to the EAN where the check digit is grouped with the product code. What I've shown here is a UPC-A format, there are other UPC formats but I haven' | ||
+ | |||
+ | * 04: With UPC-A you can consider that there' | ||
+ | |||
+ | * 5496: This company prefix is assigned to Nintendo. We usually refer to it including the country code (without the implicit 0) so 045496. | ||
+ | |||
+ | * 59043: This is the product code that Nintendo assigned to the Legend of Zelda - Breath of the Wild, Canadian version on Nintendo Switch (remember barcode country code is not necessarily equal to place of sale). . | ||
+ | |||
+ | * 7: This is the check digit, it serves the same purpose as described above in the EAN section. | ||
+ | |||
+ | === Japanese Article Number (JAN) === | ||
+ | |||
+ | {{: | ||
+ | |||
+ | The Japanese Article number barcodes are those used in Japan and are governed by GS1 Japan. For all intent and purposes they are identical to European EANs and that they start with 450 to 459 or 490 to 499. With that said it is worth mentioning that you will probably come across barcodes with no spacing between numbers at all, especially while looking at older items. These barcodes also sometimes starts with a " | ||
+ | |||
+ | === International Standard Book Number (ISBN) === | ||
+ | |||
+ | The international standard book number is a international system to uniquely track and identify books published all over the world. You might be thinking "what does that have to do with games?", | ||
+ | |||
+ | {{: | ||
+ | |||
+ | There are two formats of ISBNs. ISBN-10 are 10 digits long and were assigned before 2007 the game above uses this format. ISBN-13 are 13 digits long and are assigned to publication from 2007 onward. They also double down as an EAN code (notice how they are equal in length). | ||
+ | |||
+ | ISBN-10 are divided into 4 sections often (but not always) delimited by hyphens (-). | ||
+ | |||
+ | 1- A registration group: This is a variable length code representing either a country or a language group under which the registrant (publisher) is registered. You will often see 0 or 1 which are the English language registration group, it is not tied to a country rather it is for any English language publication. 2 is the French language registration group, 3 is German and 5 is Russian. | ||
+ | |||
+ | You will also see registration groups that are tied to a country or region, for example: 4 is Japan, 7 is Mainland China, 89 is South Korea, 626, 957 and 986 are Taiwan and 962 and 988 are Hong Kong. | ||
+ | |||
+ | 2- A registrant (aka publisher): This is also of variable length and is assigned to a registrant by whatever organization is in charge of the registration group. The less digits is assigned to the registrant the bigger publisher the registrant is because that leaves more digits for publication number. If a registrant runs out of digits for publications it can request an additional registrant number, therefore the same publisher can have multiple different registrant numbers. It is similar to the company prefix in UPC/EAN/JAN | ||
+ | |||
+ | 3- A publication number: This is yet again a variable length number. The more digits form this number the bigger the publisher, the less digits the smaller. This uniquely identify a publication (book or game) published by the registrant. It is similar to the product code in UPC/ | ||
+ | |||
+ | 4- A check digit: A single digit used to detect errors in the code. This is similar to the check digit in UPC/ | ||
+ | |||
+ | Now let's use this knowledge to decode the ISBN in the picture above. ISBN 1-56673-054-6: | ||
+ | |||
+ | * 1 is the English Language registration Group, indeed the game cover is in English. | ||
+ | * 56673: Searching for 1-56673 on isbn-international.org we get 978-1-56673 = Sony Electronic Publishing Company, sure enough the game is published by Sony Imagesoft (more details about the 978 prefix in the ISBN-13 section) | ||
+ | |||
+ | {{: | ||
+ | |||
+ | * 054: This is the 55th item published under the 56673 Sony registrant code. Notice that this is 3 digits long so Sony can publish up to 1000 books/games (from 000 to 999) under that 56673 code. | ||
+ | * 6: This is the check digit, how it is calculated is out of scope of this guide. | ||
+ | |||
+ | |||
+ | |||
+ | |||
+ |