Joseph Burchett has kindly posted an audio interview with me at Game Developers Radio.
The interview covers a range of issues, from A Casual Revolution to the use of video game studies in general.
My name is Jesper Juul, and I am a Ludologist [researcher of the design, meaning, culture, and politics of games]. This is my blog on game research and other important things.
Joseph Burchett has kindly posted an audio interview with me at Game Developers Radio.
The interview covers a range of issues, from A Casual Revolution to the use of video game studies in general.
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)”
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?
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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.
Jon Radoff has posted his history of social games. I am obviously a fan of such diagrammatic histories because it helps us think about how games have developed over time. (Such diagrams are simplifications, of course, but that is what makes them more useful than simply listing every game every made or played.)
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 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.
Here are three interesting recent video game Master and PhD theses for your theoretical enjoyment.
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Jason Begy’s (my former research assistant at GAMBIT) Comparative Media Studies thesis:
Interpreting Abstract Games: The Metaphorical Potential of Formal Game Elements
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Petri Lankoski’s PhD thesis, Aalto University:
Mirjam Palosaari Eladhari’s PhD thesis, Teeside University:
Characterising Action Potential in Virtual Game Worlds Applied with the Mind Module
by J. Alison Bryant, Anna Akerman, Jordana Drell
Game designers often limit the availability of powerful cards in collectible card games. This approach can have negative consequences on a game’s suitability for casual play. This paper explores case studies of two online collectible card games and a design philosophy that argues that powerful game effects should be commonly available to players. [more]