New version of Firefox due to FarmVille

If you are using Firefox, you have probably been asked to upgrade to 3.6.6 over the weekend. You may notice that the list of fixed bugs only has one item.

Yes, the primary motivation behind Firefox 3.6.6 is that 3.6.4 introduced problems for FarmVille players. (A new 10-second timeout for Flash sometimes prevented FarmVille from loading.)

From this we can learn that Firefox developers are not (willing to admit that they are) playing FarmVille. Obligatory critical comment in the bug report:

(I have a few comments about the prevalent anti-FarmVille sentiment, but more about that later.)

Is Soccer Un-American?

In my experience, we Europeans tend not to think of soccer (yes, football) as particularly left-wing or democratic, or egalitarian, or non-competitive, but with the World Cup just starting, a few U.S. commentators have been arguing in full force for exactly that.

Here’s Gary Schmitt explaining that Americans (read: U.S. Americans) only enjoy sports in which the best team wins. Latin Americans and Europeans are different of course.

For sure, there may be a number of reasons that is the case but my suspicion is that the so-called “beautiful game” is not so beautiful to American sensibilities. We like, as good small “d” democrats, our underdogs for sure but we also still expect folks in the end to get their just desert. And, in sports, that means excellence should prevail. Of course, the fact that is often not the case when it comes to soccer may be precisely the reason the sport is so popular in the countries of Latin America and Europe.

Oh, Gary’s evidence that soccer is not about the best team winning: The U.S. beating Spain last year in the Confederations Cup.

Here’s Matthew Philbin similarly arguing that soccer doesn’t require skill, agility and so on, unlike American sports.

And to conservatives, the troubling aspects of the game aren’t confined to the pros. Soccer requires comparatively little from children but the ability to run after the ball – the risk of failure for anyone except maybe the goal keeper is zero. Even the strong chance that any given game will end in a tie makes it attractive for parents reluctant to impart life’s difficult lessons to young kids.

It must baffle soccer partisans that Americans haven’t taken to their game. After all, the United States is a sports-obsessed nation.

Americans look to sports to teach work ethic, teamwork and responsibility, in addition to the physical and mental skills necessary for competition. They love underdogs and “Cinderella stories” and “Evil Empires” and “bums,” “Hogs” and “No-Name Defenses.”

And Americans like to think their sports reflect something about them. Michael Shackelford of Bleacher Report praised football because it, “requires a combination of power and agility, brute strength, and grace … In other words, it requires American characteristics in order to succeed.”

You can’t make this stuff up.

(Links via Gawker.)

Tuesday Changes Everything (a Mathematical Puzzle)

The last two weeks have seen heated debate about a mathematical puzzle posed by Gary Foshee and reported by  New Scientist (discussions here and here and here).

Gary Foshee, a collector and designer of puzzles from Issaquah near Seattle walked to the lectern to present his talk. It consisted of the following three sentences: “I have two children. One is a boy born on a Tuesday. What is the probability I have two boys?”

“The first thing you think is ‘What has Tuesday got to do with it?'” said Foshee, deadpan. “Well, it has everything to do with it.” And then he stepped down from the stage.

This is the answer: 13/27.

Many people will intuitively say that the answer is 1/2 (=the chance of having a boy or a girl), but probability aficionados will give the answer 1/3, since this is the Boy or Girl Paradox: We are not told that the speaker has a child and is waiting for another, but that he already has two children. Two children can come in four configurations: 1) boy/girl, 2) girl/boy, 3) girl/girl, 4) boy/boy. Since he has one boy, we are looking at the options 1, 2, or 4. Only the boy/boy combination includes two boys, so the probability is 1/3. In other words, order matters and completely changes probability.

So what has being born on a Tuesday got to do with it? Why would the answer not still be 1/3? The New Scientist has a good explanation toward the bottom of the article. Simply count the different combinations of genders and weekdays, which gives the result (number of combinations with two boys, at least one of which was born on a Tuesday) / (number of combinations with at least one boy born on a Tuesday). The result really is 13/27.

This is the best illustration I have found: This shows all the boy/girl pairs as well as the possible weekdays on which they could be born. Green represents situations with two boys, at least one of which was born on a Tuesday. Yellow represents at least one boy born on a Tuesday. Red is neither. Hence the answer is green/(green+yellow)= 13/(13+14)  = 13/27.

But again, what has Tuesday got to do with it?

More below.

Continue reading “Tuesday Changes Everything (a Mathematical Puzzle)”

More about Downsides to External Rewards

Following my earlier discussion of external rewards, here’s a video discussion how increased monetary rewards can lead to decreased performance. The studies mentioned here suggest that monetary rewards work well for mechanical tasks, but have negative impact on cognitively challenging tasks.

The video then discusses how things like open source and personal purpose fly in the face of traditional ideas of economical incentives.

There are many things to say about this, but I have been entertaining the idea that the “surprising finds” in the video are an artifact of a cognitive bias: Many people (such as economists) are fully aware that they are personally motivated by many different things such as pride, ambition, personal interests, social relations and so on … but nevertheless assume that everybody else is only motivated by money and gold stars.

Silly, isn’t it?

*

I am not sure how directly this can be translated into the question of achievements and rewards in video games as there appear to be big differences between monetary and symbolic rewards. More about that later.

Bejeweled: Game of the Decade

Over at Htlit.com, I have a short text arguing that Bejeweled is the most important game of the 2000’s (the decade, that is). (Waiting for the protests from a crowd of angry gamers.)

Viewed strictly as a game design, this probably isn’t the most enjoyable game of the decade. Neither is it the most innovative, being rather an incremental development based of a number of existing designs.What makes Bejeweled the game of the decade is its central role in the casual revolution: This game was instrumental in creating the first video game distribution channel aimed at an older and predominantly female audience (downloadable casual games), hence redefining our ideas of what a video game could be and who could play video games. Furthermore, its basic gameplay of swapping tiles to make colored matches has taken on a life of its own, now playable on cell phones and aeroplanes; as relaxed game sessions without any time pressure; packaged as a role-playing game set in a fantasy world (Puzzle Quest); as a one-minute intensive game for competing against friends (Bejeweled Blitz). That is the importance of Bejeweled: showing us how many different things video games can be, showing us that there are many ways to play, use, and enjoy video games.

Pac-Man 30 years; playable on Google.com

Pac-Man is officially 30 years old today. (This is what the internet has settled on, even though Bandai claims that it’s tomorrow.)

Just this morning the cleaning lady here professed that Pac-Man was her favorite of the arcade games we have in the NYU Game Center.

And I do think it is one of the few arcade games that remains as playable today as it was 20 or 30 years ago. Is it the Citizen Kane of video games? How would we tell? What would that mean? It certainly has a kind of internal coherence and perfection, a stylized graphical style that does not date, a gameplay that is clear, strategies that are sufficiently interesting, and little tricks like the fact that the ghosts switch between aiming for the player and wandering aimlessly, leading to many exciting near misses. It works.

It also happens to be playable on google.com:

Update: News.com writeup on Pac-Man, Google’s implementation.