Equilibrial

An equilibrium is a point towards which a system tends to move or a point which, once reached, tends to be stable.
The concept originates in physics. Imagine a room with a certain air temperature. You add a certain volume of warmer air and after a while the air in the room settles on a new higher temperature (all other things being, as always, equal).
In economics Adam Smith’s “invisible hand” provides an equlibrium. In a market economy, supply and demand make prices settle on a certain equilibrium point.

In terms of video games, two types of equilibria are important.

Equity equilibrium: A game may be constructed in a way which produces an a drift towards equality of score. Pool is a good example. The player with the most balls left has the best chances of actually landing a ball in a pocket. Thus, Pool is a game with an equity bias. All other things being equal, the score will tend to even out. Other games are equity neutral. In table tennis, for instance, winning a point does not increase or decrease one’s chances of winning the next ball. The game simply doesn’t care, if you will. Still other games have an inequity bias. Here, winning a round (or whatever) increases one’s chances of winning more. Chess is an example. Having many pieces left means having more power over the board. Once you’re ahead, you’re likely to stay ahead. This can all be understood in terms of feedback in the cybernetic sense of that word (see for instance Salen and Zimmerman’s Rules of Play on cybernetics).

Strategic equilibrium: A game may be constructed in a way which makes certain strategies highly succesful, sometimes given certain strategies played by the other player(s). In game theory terms a (Nash) equilibrium is a point where no player will unilaterally change his strategy – a point where both (or all) players are playing the best strategy given what the other player is playing. Game designers tend to dislike “best strategies” in this sense, as it implies that any choice facing the player is an uninteresting one (e.g. see Morris and Rollings’ discussion of strategic dominance). There are a number of challenges related to applying the idea to video games – chief among these are that it tends to miss the issue of skill (as it over-emphasises choice) and that it tends to miss the fact that playing video games is generally a very inductive process in which finding a “very good” strategy is a pleasant task in itself. Thus while clearly applicable and interesting, the concept is less than simple (or more than simple, if you prefer difficult things) as I will discuss in what-will-one-day be chapter 3 of my Dissertation. So now you know.

Danish computer game use is predicted by…

The frequency of use of PC (computer) games by Danes is predicted by three variables: Gender, age, and occupation. Men play more, young people play more, and unemployed, students, and “lønmodtagere på grundniveau” play more. Not sure what “lønmodtagere…” means – people with blue collar jobs perhaps…

Significant differences were also found regarding genre preferences in relation to gender. Paraphrasing a bit:
Men display an interest in more types of games than do women. The three most popular genres for men are action games (28%), racing games (22%) and card- and board games (21%). The three favorite genres of the women are card- and board games (23%), puzzle games (11%) and adventure games (8%).

The spreadsheets have spoken.

Source: The very interesting Danskernes kultur- og fritidsaktiviteter 2004 – med udviklingslinjer tilbage til 1964

Jack Thompson does a Godwin

A part of me refuses to believe that anti-game crusader Jack Thompsom really exists.
But it would appear, according to Game Politics, that he just pulled a Godwin in a letter to Senator Joe Lieberman:

I think Doug [Lowenstein] is a liar… Doug Lowenstein, in my opinion, is personally responsible for a number of deaths. He is paid well to spin like the worst propagandists in history. I don’t need to tell you the harm that propagandists can cause, the lives they can cost. The Third Reich was founded upon propaganda as surely as it was founded upon armaments. When Doug Lowenstein says the industry wants kids not to buy these games, he is lying. When he says there is no proof that these games hurt kids, he is lying. Dave would not say so. I say so. I’m not nice, and I don’t pretend to be.

The Third Reich? Isn’t that a bit mild? What about the dark lord Sauron himself?

Post-aesthetics

Back from sunny Bergen, I can report that the Aesthetics of Play conference was most succesful. Presentations were competent and varied and the organizers impressively organized.
One thing that struck me as oddish was the strong focus, in most presentations, of issues related to realism, mimemis, representation (as opposed to, say, rules). Guess I just figured that general interest had veered away from such things, but the conference did of course focus on “aesthetics”.
No-one (else) spoke of games as competitive or of players as optimizers/achievers but that just proves my point that game studies represent a radically different theory of the player than does game design (how’s that for a generalization?).

Tourist pictures on Flickr.

Oh, and this site has been down for a few days due to the server-threatening behaviour of a WordPress plug-in.

The triumphant return of… media studies

Okay, here’s an excerpt from a chapter I’m writing on the importance of how one chooses to conceptualize the “player”. I start (more or less) by pointing to the implications of various user/audience views in other fields. Here’s my draft take on the issue in media studies. Comments shall be welcome, here or by email. Continue reading The triumphant return of… media studies

tDSoT takes a new direction

Deeply buried beneath theoretical arcana, I hereby proclaim that this blog shall henceforth mostly be concerned with my dissertational scriblings. At random intervals I will raise a topic or post paragraphs/sections from my manuscript in the vain hope that someone (that’s you!) will take it upon him/her-self to think along and perhaps to comment should some sequence of words strike you as discussable, unreasonable or just plain nuts.

Quote of the day

The Danes are somewhat defensive and reluctant towards using the possibilities of technology as we often fear the coming of a “control society”. But at the end of the day, the technology can give us a more secure society.

Author of report based on “recommendations” from government authorities (source)

So the control society will be really safe? Wow, that solves everything, doesn’t it?