Girl worry

I think it’s pretty fascinating how certain memes and myths regarding gaming travel around the globe, die out for a while only to respawn briefly or more massively.
Used to be that a lot of people would express worry that gaming gave boys an advantage since it would introduce them to computers. And girls, not playing (much), would be left behind. But this was mostly an early-to-mid 90s meme, since after that gaming generally didn’t rely on much general computer skill.
I hadn’t heard this type of argument for years but the other day Jyllands-Posten claimed that “Online games give boys a number of skills that are wanted in business. Girls miss this development”. In the article professor Birgitte Holm Sørensen argues that schools must see to it that girls achieve the necessary skills. Forced WoW play during recess? Girls taken aside for Counter-Strike classes? My daughter‘s schooling may turn out very differently from my own.

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