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.

List of things that are poorly named

Some things are just poorly-to-exceptionally badly named:

1) Charles Darwin’s The Origin of Species had almost incomparably important things to say about a wide range of phenonemena, but it said next to nothing about speciacation (the origin of species, that is)

2) Reeves and Nash’ Media Equation is pretty much the idea that people treat things as if they were people. It’s not an equation and it’s not about media.

3) (Economic) Game Theory is not really about games (although sometimes it is) and it’s not a theory.

Should we award special consideration to things that seem to succeed despite being so uninformatively named?
(Other examples?)

Turning Japanese

Had the pleasure today of visiting the Tokyo Game Show to take part in what was a genuinely chaotically entertaining experience. New consoles where everywhere but apart from that, horse racing seems to be the game theme of tomorrow. Saddle up, gentlemen.
Afterwards I met up with Espen, Espen’s friend, and Lisa Galarneau of Social Study Games fame. We were led wisely through the Ginza district to find both beer and raw fish in suitable quaintities.
Tomorrow I’m off to Kobe for the Icec 2005 conference.

The danger of effect studies

I wrote an “analysis” for the newspaper Politiken (4 Sep) on the issue of violent games and aggressive behaviour. The immediate reason was recent press releases from the American Psychological Association purporting strong claims based on absurdly low-powered new recearch (an informal 5 page research review presented at the association’s yearly meeting).

I strongly suggested that there were good reasons to be skeptical of many standard (social psychological) experimental studies into this issue.

The editors, as it happened, made a few additions/changes. One was the headline which they changed to “Video games cause violence – just as children come with the stork, right?”. This was an allusion to the problem of mixing correlation with causation (an increase in storks has, during a certain period, correlated with an increase in child-birth).
The editors also added a sub-heading: “All studies to date which claim to establish a connection between computer games and violent behaviour rest on shaky scientific foundations”. Now, this is somewhat in line with my argument but I would not myself have put it as strongly simply because the problems with the studies are very different and depend upon a great number of assumptions.

Finally, the editors added the “What link?” graph from a recent The Economist article with the caption “The claim that video games cause violence has no basis in reality. On the contrary, the number of violent assault in the US is decreasing while sales of video games are on the rise.”

But of course, while the graph is surely thought-provoking, it does not prove the claim in the caption. In fact, it is interesting but obviously dangerous in such a critical article where any error will, of course, be flung back in the author’s face.

That happened in yesterday’s Politiken when a Bjarne Frandsen felt that the graph indicated either “manipulation” or “an amazing degree of ignorance concerning elementary statistics”.

I just send my objections to be (hopefully) printed as a brief letter to the editor.

It will be interesting to see if there are more reactions, whether to my text or to the additions of the editors.

A rare bird in these parts

The seldom-heard catharsis hypothesis gets aired by Steven Johnson, as a sort of spin-off of his recent book (in which it did not rear its much-criticized head).

I personally doubt if the idea is as dead as some people like to think. Hell, I predict its triumphant return in the near future. Beware.

Of course another interesting explanation for crime decrease has recently been aired.