Video Games

Avian Flew

Video games are unlike any other entertainment medium for a few reasons. Video games aren’t always necessarily fun. In fact, at times they can be downright frustrating. They are addicting and compelling in ways that are not always apparent to the non-gamer. Video games are interactive, where historically our entertainment has come in the form of passive observance. But somewhere around 2006, the video game industry’s gross revenues outpaced motion pictures for the first time, and the difference between the two has continued to grow ever since. What is the draw? Why are video games so successful at drawing in huge audiences and keeping them captivated?

Relative Cost

As we’ve discussed elsewhere, incentives drive human behavior. There is a mental calculus that goes on when people go about decisions in their everyday life. Fanboys are willing to shell out $50+ dollars for a top-notch video game title, a significant premium over the cash a Hollywood studio might get from the same consumer from a midnight showing and a special edition DVD for a motion picture title, and for good reason. The average time a gamer spends with a particular title and the time investment in watching a movie is significantly different. A video game has significantly longer average shelf life than a movie. If it’s designed well, it promises virtually endless hours of carrying value. Interestingly enough, the more of a ‘time drain’ a title is, the more complex it is to master, the more valuable it is to the game’s owner in terms of potential entertainment.

The gross margin on video games is likewise significantly higher than that of a motion picture. Software companies are typically not paying seven and eight figure talent like the studios, and the bulk of their 'stars' are young programmers and engineers who don’t seem to mind working late hours. Typically these grunts take salaries at a discount in exchange for experience creating the very games that they themselves would play in their free time. The structure of the video game industry would seem to be more attractive, at least from a cost standpoint.

My name is the Ambidextrous Economist, and I have an Angry Birds problem

For the purposes of limiting our discussion, we’ll stick to one particular popular title as we try to understand how incentives play a part in the video game consumers’ decision making and behavior. Angry Birds is a perennial favorite among smartphone users, and Rovio Software has done an impressive job distributing the flying avian franchise across different platforms and through various channels. But lots of games have access to these distribution channels, and Angry Birds’ ability to outperform against other titles in the mobile gaming industry virtually without equal.

The premise of Angry Birds is simple enough. Some pigs have stolen some bird eggs, and the birds are NOT happy. They want revenge. A familiar theme among video game titles, the duty to rectify this unjust state of affairs is yours alone. You control a slingshot which launches various birds with distinguishing characteristics... But who are we kidding? You have this game.

You play to kill the pigs, and that’s fine. But you know what’s fucking awesome? Getting not one... not two... but three stars on every level. While the number of arbitrary points that it takes to get three stars might change with each level, the point is that three stars is the bomb, and you can’t do better than that.

The fact that it sometimes takes a hella long time and wicked strategic vision to smash enough shit to get three stars is directly a function of how difficult it is somewhat perplexing. Non-gamers would be quick to point out that this is a 'waste of time'. But the players who devotedly fling birds with precision and valor get the virtual (in this case, virtual is literal) spoils.

From one vantage point points and stars and badges you can post on your Facebook profile aren’t worth the paper they’re not printed on. What is the point? Esteem? There’s no doubt that finishing a game carries along with it a certain degree of accomplishment. The harder it is to finish, the more relief the gamer is likely to feel having completed the task. There’s not a lot of data to suggest that the skill of flinging pixelated birds to a certain deftness develops skills that transfer over to any other supposedly more worthy pursuit. In other words, there doesn’t seem to be much utility derived from getting three stars or every ten thousand points....

Thorstein Veblen & Theory of the Leisure Class

Drawing upon anthropological evidence, economist Thorstein Veblen’s treatise, “Theory of the Leisure Class” showed that instead of utility in the classic sense, people actually derive some social value from projecting affluence. In other words, frivolous displays of waste may not actually perform some task efficiently in terms of straight up functionality, but many of these acts project the impression that the consumer is affluent because of their ability to not work, but instead enjoy a life of leisure. For people’s tendency to consume without regard to the waste in otherwise scare resources, Veblen coined the term conspicuous consumption. In its most egregious form, this takes the form of an aristocracy exploiting the working class, who serves their beck and call. But in a modern context, Veblen’s idea of a leisure class should make us reconsider how we spend our days, starting from our primitive ancestors to modern day, and consider what value we put on time itself, without question our most precious resource. Veblen's most salient point is an important one: The more our time is spent on fruitless pursuits, the more we're regarded to have time to spare. One can create an impression of superior status simply by pissing their time away. Anyone who's discussed a difficult test in school with their peers can relate to this interesting paradox. There's always someone in class who claims to have gone into an exam with little to no preparation at all and, with little sweat off their back, aced the test.

People’s ability to meet their most basic needs of shelter, clothing, and food have been taken care of for as long as the human race has been able to sustain life. But the amount of effort that has gone into meeting those needs has consistently been reduced. The most noticeable gains are evident when considering the Industrial Revolution through both the division of labor and economies of scale. While having your basic needs taken care of is all fine and well, human nature, as it was and is, never seems to be satisfied with just taking care of basic needs. One of the assumptions defining utility is that people have infinite wants, but that they are willing to substitute and trade off some things, forsaking consumption of a full case of Ramen Noodles for the opportunity to enjoy Jet’s Pizza once a week. These preferences can be graphed in the form of indifference curves. When taken in the aggregate, indifference curves of all individuals together form the demand curve. For personal reasons, the Ambidextrous Economist has taken a vow to wait as long as possible before he is forced to draw a graph.

The clash between management and labor, the forty hour work week, the idea of having a full-time job to work at until retirement, laws against monopoly power... these are all products of the Industrial Revolution, and remain as vestiges here in the Information Age. But as machines have become more efficient, the workforce’s answer has not been simply to accept those gains as that of productivity. Instead, the idea of creating a flawless document in one fifth of the time in a word processor instead of a return-carriage typewriter has created another curious death spiral: What was once ‘good enough’ is no longer ‘good enough’. It has to be ‘better’. The evolution of video games graphic capabilities and advancing functional interfaces are testament to the fact that ‘World of Warcraft’ is a significant step up from ‘Pong’.

The rising standards of living consistently show all the signs that there is no possible way to satiate the populace’s ever-revised need for conspicuous consumption, suggesting that Veblen’s critique against is very much grounded in fact. In one of his more controversial posits, Veblen considers having children to be one of the most demonstrative examples of conspicuous consumption. Having children is a factor multiplier that raises the cost of both the basic needs and the inevitable wants that figure into human beings’ propensity to consume at voracious levels if left unchecked. Veblen considered the prohibitive cost of raising children to be a natural mechanism for population control.

One of the most poignant examples Veblen makes is in regards to fashion, and he does it in a way that’s easily understood in terms of the video game market. We know, for instance, that this year’s style is in demand, and therefore we are prepared to pay a premium. As a whole, for as materialistic as it sounds, as a people we’re not fond of giving off the impression that we’re unfashionable, which means that whatever trend the top designers are peddling this fall, we’re off to buy updates to our wardrobe. But what of the value of a fashion from ten years ago? Somehow the antiquity of the ten-year-old hat carries with it the countervailing value of nostalgia. Last year’s fashion is less than worthless, but the ten year old hat’s antiquity now commands a premium? There are exceptions. Some things never go out of style. In much the same manner, older gaming systems like the original Nintendo system are now sought after as collectibles just as the advancing complexity and increasing quality of modern day systems like XBox 360 and PS3 continue to lap their predecessors. Old school Commodore 64 designs are now being re-marketed with modern-day processing and storage capabilities, cashing in on the brand value that is retained the same way antique furniture is sought after and commands premium prices once it’s differentiated and distinguished significantly enough from more current models.

Time Keeps on Slipping, Slipping, Slipping... Into the Future

How we spend our time is important. From a personal standpoint, you want to be as productive as possible, creating the most value in the least amount of time. Optimally, creating the perfect work/life balance so that you get the most out of your time here on earth. But this notion has somehow been distorted into the idea that if someone’s ‘wasting’ their time, they must be affluent. They have time to spare, after all. If they’re not working, they must be wealthy enough to at least purchase top notch video games just as soon as they’re released and dither their days away with the newest gaming console. They have time to fling birds at pigs, so they must be doing okay. Somewhere the philosophical notion of the ‘value’ of hard work was lost, and I suspect it was around the same time that technology enabled us to create value in the economic sense by working smarter rather than just working harder.

Economics tends to turn a blind eye to ethical considerations. That’s why it can be considered the “dismal science”, but it’s also refreshing to know that, at least as far as factual matters are concerned, it is a science, empirically speaking. There may be additional benefits to playing video games such as improved hand-eye coordination or expanded critical thinking skills due to advanced problem solving, but those facets of the gaming industry have been adeptly addressed elsewhere. (Consider reading 'Everything Bad is Good for You' by Steven Johnson.)

From this, we get our first look at the law of unintended consequences. Turns out incentives work in ways that we never anticipated because the way they’re structured is often less than perfect. For example, when parents offer, under the guise of incentivization, to purchase a video game for their child as a reward for getting an ‘A’ grade in computer science, he suddenly has one more reason to value his free time in ways that supercede the incentives of getting a part-time job. This, on top of the fact that gas prices that it might take for him to commute to and from a relatively unskilled job might even surpass what he takes home as a paycheck. These types of disincentives tend to skew more toward lower income situations than in any other. At the levels of subsidy and the market for unskilled labor, the breakeven point between cost and benefit, as a rule, has a much lower threshold. Much of the criticism leveled against unemployment systems is that beneficiaries are often paid more to not work than to contribute to the tax base.

Valuing Your Leisure Time

So suppose you fling an Angry Bird, the first of many, and it misfires. You don’t get the velocity you wanted, and you didn’t rock the world of any pigs. What do you do? Do you fling your remaining birds, knowing that your diminished state of affairs leaves you with a much lower chance of getting three stars?

Of course not. You restart the level and fling that first bird again. After all, your time is important. Just don't make it look like you're trying too hard.

AE - 07.20.2011

At press time the Ambidextrous Economist had three stars on every level of Angry Birds, Angry Birds Seasons & Angry Birds Rio. Send your questions and comments to AmbidextrousEconomist@gmail.com.