SciShow Tangents - Games
Episode Date: May 19, 2020Kicking the ball, passing another type of ball, running around the big arena and making a point! SciShow Tangents knows one thing and that one thing is SPORTS! Follow us on Twitter @SciShowTangents, ...where we’ll tweet out topics for upcoming episodes and you can ask the science couch questions! While you're at it, check out the Tangents crew on Twitter: Stefan: @itsmestefanchin Ceri: @ceriley Sam: @slamschultz Hank: @hankgreenIf you want to learn more about any of our main topics, check out these links![Truth or Fail]Crowd Noisehttps://www.researchgate.net/publication/45821302_Crowd_Noise_as_a_Cue_in_Referee_Decisions_Contributes_to_the_Home_Advantagehttps://www.earq.com/hearing-health/articles/going-to-a-football-gamehttps://www.hear-the-world.com/en/media/media-releases/world-cup-fans-warned-about-risk-of-hearing-damage-from-vuvuzelaRoboCuphttps://www.youtube.com/watch?time_continue=350&v=H8xc6LpiNVs&feature=emb_titlehttps://www.forbes.com/sites/annatobin/2019/06/25/what-to-expect-from-robocup-2019-the-robotics-soccer-world-cup-kicks-off-july-2/#484935147485https://www.robocup.org/leagues/3HudGlasseshttps://newatlas.com/form-ar-swim-goggles/60985/https://www.dcrainmaker.com/2018/04/everysight-cycling-display.html[Fact Off]Rats playing hide-and-seekhttps://www.theatlantic.com/science/archive/2019/09/why-scientists-taught-rats-play-hide-and-seek/597799/https://www.sciencemag.org/news/2019/09/lab-rats-play-hide-and-seek-fun-it-new-study-showshttps://blogs.scientificamerican.com/guest-blog/so-you-think-you-know-why-animals-play/https://www.nytimes.com/2019/01/07/science/animals-play-games.htmlhttps://science.sciencemag.org/lookup/doi/10.1126/science.aax4705 Empathy video gamehttps://www.eurekalert.org/pub_releases/2018-08/uow-avg080918.phphttps://news.wisc.edu/a-video-game-can-change-the-brain-may-improve-empathy-in-middle-schoolers/[Ask the Science Couch]Getting competitive about gameswww.nbcnews.com/better/pop-culture/why-board-games-bring-out-worst-us-ncna828726www.eurekalert.org/pub_releases/2014-06/uoc--yga061314.phpwww.eurekalert.org/pub_releases/2016-06/ucl-ddm053116.phpwww.eurekalert.org/pub_releases/2018-06/s-tsh062818.phpParasocial relationships & sports fanshttps://digitalscholarship.unlv.edu/cgi/viewcontent.cgi?article=1963&context=thesesdissertationshttps://surface.syr.edu/thesis/358/https://www.units.miamioh.edu/psybersite/fans/sit.shtmlhttps://digitalscholarship.unlv.edu/cgi/viewcontent.cgi?article=2368&context=thesesdissertations[Butt One More Thing]Butt controllerhttps://phys.org/news/2013-12-valve-mouth-mouse-butt-gadgets-video.html
Transcript
Discussion (0)
Hello and welcome to SciShow Tangents, the lightly competitive knowledge showcase starring
some of the geniuses that make the YouTube series SciShow happen.
This week, as always, I'm joined by Stefan Chen.
Hey there.
What's your tagline?
2D6 plus four.
That's a pretty powerful hit.
Sam Schultz is also here with us.
Hello.
Sam, what's your tagline?
Half man, half Pop-Tart.
Ooh, well, that's what happens.
I've been eating a lot of them.
I walked by the Pop-Tarts in the grocery store just a couple of days ago and I looked at them solidly for a long time. They looked back, but I blinked
them away. I hadn't even thought about them in like 20 years. Yeah. But all of a sudden. I think
about Pop-Tarts all the time. Sari Riley is also here with us. Sari, what's your tagline? That's
a good rock. And I'm Hank Green, and my tagline is mystery scent.
Every week here on Size Your Tangents,
we get together to try to one-up a maze
and delight each other with science facts.
We're playing for glory,
but we're also keeping score
and awarding sandbox from week to week.
We do everything we can to stay on topic,
but judging by previous conversations,
we won't be great at that.
So if the rest of the team deems the tangent unworthy,
we will force you to give up one of your sandbox. So tangent
with care. And now, as always, we introduce
this week's topic with the traditional science
poem this week from
me, everyone.
Wait for it. Oh, what's on my floor?
What's on the floor?
Oh.
Hank has taken out a guitar.
Somebody once told me the world was gonna roll me
I'm round and being carefully aimed
I've been pumped up with some air
And some people really care
When I go in the goal during the game
Well, they keep coming and they don't stop coming. Everywhere I
go, there's more guys running. Always on the move, never get any rest. I'm starting to think that
they might be obsessed. Oh, just once I'd like to sit around, maybe find a nice hill to roll down.
But the whistle blew, so now I'm back and suddenly I'm being attacked. Oh, hey now,
Now I'm back and suddenly I'm being attacked.
Oh, hey, now I'm the game ball and I never get bored.
Oh, hey, now Hall of Fame ball and I see now I've scored. And someday I'll develop a hole.
But until then, I'll go for the goal.
Wow.
That's beautiful.
That was really good.
It also made it sound like
you don't know the names
of any specific sports.
Yeah, I was picturing
a soccer ball,
but this wasn't a great
way to fit that
into the meter of the song.
I'd say two points
are in order for that one.
Yeah, I concur.
You think?
Yeah!
Ooh! Ooh! That's why I need it so bad.
I worked hard
on it. I just can't get
the all-star out of my brain.
You and Smash Mouth both worked really
hard on that poem. Yeah, that's true.
You can't just count their contribution to this.
So the topic for the
day is not balls, unfortunately.
Maybe that's coming up in the future, but it is games.
So, Sari, what's a game?
I looked around for this a lot, and it seems like there are lots of different definitions for game.
But what they all had in common was they're a form of play, especially when they're competitive or structured in some way, and usually for entertainment or fun or sometimes education.
So it's not work and it's not art.
And then in between that is game.
There are only three things.
Yeah.
The three genders, work, art, or game.
Is sport a kind of game?
I think so.
I would consider a sport a type of play all sports are
games but not all games are sports yeah but there's like within sports and a lot of different
kinds of gambling there are professionals who are working by playing the game too yeah oh yeah
now they're working and they're also like sometimes the the way they move their bodies
is a kind of art it's that place where it all intersects in the middle.
But yeah, we're not going to get to the bottom of what a game is, I think.
There are plenty of people who are studying play and games to various degrees, whether
it's like how to write a video game script or how to design board games or like how do
children play?
And those are all like different fields of neuroscience and
sociology and psychology and different things so it's broad did you discover discover the etymology
of the word game yeah i did so it is from the proto-germanic ga which is ga which is just a
like collective prefix so it means like a collective plus man which is person
so ga man basically which is people together so games are inherently a social thing they didn't
have solitaire in old english apparently which are also coincidentally the same roots as gambling
so gamble and game come from the same sort of place
in linguistic history.
And so then it went from
being people together
to being like amusement
or pleasure or joy related.
And now it is time for
Truth or Fail.
One of our panelists,
it's Sam,
has prepared three science facts
for our education and enjoyment,
but only one of those facts is real.
The rest of us have to figure it out either by deduction or a wild guess, which is the true fact.
If we do, we get a Sam Buck.
If we're tricked, then Sam gets the Sam Buck.
Sam, what are your three facts?
Association football, a.k.a. soccer, is the most popular sport in the world.
Even Americans who are notorious soccer haters are starting to admit that maybe it's not so, like, dumb.
I guess they like it now. Soccer's pretty cool.
And all that popularity means there's a lot of science and innovation happening around soccer, some of it more useful than others.
Here are some weird soccer science inventions, but only one of them is real.
Number one.
One of the most soccer-y parts of soccer is the rowdy fans in the stadium.
Crowds can be whipped up by defeat or victory
and can get dangerous really fast
and noise levels in arenas are often high enough
to damage hearing.
So researchers are developing
a sort of noise-canceling sound system
to be installed in arenas
that analyzes crowd noise with machine learning.
And when the crowd starts to get too loud or angry,
the sound system would play a countersound
that would have the goal of deadening the sound
and hopefully calming everyone down.
Oh, so not only is it there to protect their ears,
but it's also there to protect them from each other.
Uh-huh, from getting too mad about sports.
Number two, soccer played by humans?
That's very boring.
So a group of roboticists from around the world got together to start RoboCup,
a soccer tournament featuring leagues of robots of all shapes and sizes,
and even hypothetical simulated ones,
with the goal of creating a flawless team of super soccer robots
that can defeat a professional soccer team in regulation play.
Number three, soccer rules can get really confusing,
even for professional soccer
players, and no rule is more vexing
than the dreaded offsides rule,
which I read and still don't
really know what it is, but
I think it says that a player
can't be any closer to a goal
than the ball or the
closest opposing player.
And it's really easy to screw up and
be in the wrong place and get the other team
a free kick. So work is being done
to develop sporty sunglasses
that calculate where offside is
in real time and display a
line that you can't cross on a hood
inside the sunglasses. And that's
for the soccer player? And that's for a soccer
player. Oh my god. Okay.
So our three facts are a
noise-canceling arena system so that the crowd doesn't get too loud or too riled up,
two RoboCup, a soccer tournament featuring leagues of robots and even hypothetical simulated ones
to create a flawless soccer team able to defeat a professional soccer team in regulation play,
professional soccer team and regulation play,
or a pair of glasses that give you a heads-up display that shows you where off sides is at any given moment in time.
So you'd have to wear sunglasses while you're playing.
Or like, yeah, like goggles of some sort, yeah.
I feel like at that point you're cheating.
I mean, it's just helping you not break the rules.
Well, but in football, like, well, American football, excuse me.
When you're watching on TV, you have all these overlays now where you can see the line of scrimmage and all that.
But if the players could see that, I feel like that would be...
I mean, I guess everyone can see it, but I don't know.
Then you're going to not get as many offsides penalties, and that's no fun.
It's more exciting with the penalties.
Do you watch soccer, Stefan? No. Okay. So you don't know if it's more i actually don't know it does to me feel
like something that you give to the referees not the players though like they're the cops of sports
who stand on the sidelines and are like you've gone over the line and they don't have those
yellow lines they just have human eyes, but giving
them lines seems helpful.
That was my first thought, too, is that it'd be useful
for refs before players because
players aren't going to want to wear
something on their face. But
nobody's saying that this is a thing
that they're going to use. They're saying it's
a thing that someone is trying to develop. Yeah, a bunch of dorks
in some lab somewhere.
For their rec soccer leagues so they can become the best and win their little trophy.
So RoboCup, I guess the near-term goal is to have two teams of robots playing against each other,
and the long-term goal is for them to defeat the soccer players because it feels like we're a long
way away from being able to defeat a soccer player. I've seen soccer players. I've seen those latest
Boston Dynamics robots videos
where they parkour and stuff.
I would not fight that in
soccer. No, I would definitely
not fight it. I wouldn't want to hand
to hand it. Stefan, what do you think soccer
is? Wait, they have
swords, right?
It's a lot of punching.
It's a lot of punching.
I mean, I could see robots playing against each other.
I could not see them playing against people.
I don't care how fancy your Boston Dynamics is.
I could see that as a great way to incentivize robotics teams
to develop better, more maneuverable robots or whatever,
is to compete in this RoboCup league.
Yeah, and if you have something
like battle bots with robots destroying each other you can have a like a ball bot that kicks
the ball around that that seems achievable to me knowing very little about robotics and then
finally we have our noise canceling sound system which if this is like technically possible there's
got to be somebody working on it it may be that it's like just not
a thing that's possible but if it's possible i feel like yes somebody's got to be thinking about
this like i know that it's of course possible inside of headphones yeah but that's like one
person with one set of headphones which is very different from like giant 60 000 person stadiums
i don't know a lot about like stadium or like concert audio.
The acoustics seem complicated.
It seems much more complicated than doing headphones to me.
Regardless, I'm going for that one.
It does feel like something a lot of people could use.
My dad is a big football fan,
which you wouldn't expect coming from my family,
but they love the sports.
And he brings earplugs
to every football game to put
them in his ears like he's going to a loud concert
so that he can yell as loud as he wants
and also protect his hearing. So
I'm sure there are plenty of also
hearing conscious people who would
like a sound dampening system.
But I'm going for robo
soccer because I would like to see
the robots.
Oh, boy.
I mean, there's got to be robots playing each other in soccer.
There's not, like, that's a thing.
That's definitely a thing.
I'm sticking with my answer, but that's got to be a thing.
So since Hank is locked in, I'm just going to say that I really don't think that the noise-canceling stadium is a thing.
Because you can't control, like, with the headphones, you know how far it is to the ear, so you can control the phase.
Because that's what it is.
You need like exactly out of phase audio to cancel it out, and you can control that.
But in a stadium, you can't control the phase to everyone's ears.
They're all in different places.
But wouldn't you know where they all were to a certain degree?
Maybe.
Maybe Hank knows something.
My thing is that you have like a distributed
system of many speakers. So it's not like
one noise canceling
for the whole stadium. It's like every
little area gets its own.
Okay, well I'm going with
RoboCup also. I'm screwed.
The second RoboCup. Okay, so you're ready
for the right answer? The right answer is
RoboCup. But
my noise canceling idea is pretty good, right?
It's so good.
Except that Stefan's a freaking audio engineer.
That's even better.
He can help me.
He can help you know how impossible it is.
Well, okay.
That's what every inventor hears before they invent the automobile or whatever.
It's impossible.
Okay, so RoboCup.
I'll start with that one.
It's real. Like I so the RoboCup. I'll start with that one. It's real, like I said.
It started in 1997,
and 2019 was the 23rd RoboCup.
What?
What?
Oh, wow.
1997?
What the hell?
It started with a goal very similar to Deep Blue,
which defeated Gary Kasparov in 1997 as well,
except at soccer.
It wants to defeat humanity at soccer.
And it started out with just a simulated league,
but it's grown to have tons of leagues and sub-leagues,
like the humanoid league, which has kid, teen, and adult-sized sub-leagues.
And the simulation league now has 2D leagues and 3D leagues.
And then it has all kinds of non-humanoid-sized categories
for more battle bot type soccer playing robots.
And the stated goal of beating a World Cup team
by the middle of the century is secondary, like Stefan said,
to having fun and to being a good challenge for roboticists.
They do want to, by the middle of the century,
make a team that can beat humanity.
There's one league called the Standard League
where everybody gets the same robot body,
but they all have their own programming for it.
Right.
And they all go against each other.
And they look like little babies playing soccer.
They do.
And they just fall over all the time.
I'm watching them.
It's really good.
They are not close to being able to defeat a human,
I will say, from watching this.
They're not particularly good at soccer,
but they're as good
as a toddler that knows
the rules of soccer, which is pretty good
for being only from 1997
until now. Sam, I'm just going to be
watching robots play soccer. Oh, that
one fell down again!
This is like my entire rest of my
night. The crowd noise thing is
fake, but crowd noise in arenas
of sports of all types is a huge problem.
Sports crowds tend to be about 90 decibels and hearing damage starts at 85 decibels.
But Vuvuzelas, which are pretty much banned all over the place now, but they were huge in the early 2010s.
They can be 127 decibels, which is mostly why they were banned, because they were just shredding people's hearing.
The best I could find in terms of actual ideas for sound mitigation
was just earplugs, like Sari's dad does.
So he's ahead of the curve.
It's a low-tech solution, I'd say.
Not nearly as high-tech as this terrifying spider robot
that I'm watching play soccer right now.
I've got to stop watching robots play soccer,
but we'll link to some good soccer robot videos
on SciShowTangents.org.
I'll track down as many as I can find.
Because it's great.
And then researchers are using machine learning
on crowds at some sporting events,
I guess to figure out what makes people most excited.
So they can stop that from happening
so that it's really boring and quiet.
There's a thought that they could anticipate
where fights are going to break out with it.
But that was very early from what I could find.
And then the HUD glasses are not a thing for soccer as far as I know.
But there's HUDs being integrated into lots of like swimming goggles and goggles that people who ride bikes wear.
So they can see like elevation, temperature, and vital signs and how fast they're going.
And now there are football helmets like
prototype football helmets that can display plays and they can respond to like verbal commands so
they can hear the person shouting the play and then show it on the hood of your football helmet
but those are just used in like experimental practice scenarios right now probably because
they break into a million pieces if you hit them is my guess. And also they have cameras
in them so that you can like pull up
their view to show to like people
at home I think is the idea. I want to be inside
of a quarterback's actual
head. The thing is though I feel
like I've heard like streams
of like football players
helmets while they're on the field
and it's not that exciting because they're just like
a lot of jiggling around.
Next up,
we're going to take a short break and then it'll be time for the fact off. Welcome back, everybody.
Sandbuck totals.
Everybody would be tied with one,
but I got an extra point for doing a parody version
of Smash Mouth's All-Star,
so I'm in the lead with two.
Now get ready for the fact off.
Two panelists have brought science facts to present to the others in an attempt to blow our minds.
We each have a sandbuck to award the fact we like the most.
But if we hate both of them, we can just throw our fact away.
And we're going to decide who goes first with this trivia question.
Since we are recording this episode on Hank's birthday, happy birthday, Hank.
So in celebration of birthdays and Hank's love of Tetris,
when is the developer of Tetris, Alexey Pajitnov's birthday?
September 30th, 1946.
All right.
I don't know.
It just came out, Stefan.
The spirit of Alexey moved me. I feel like, I don't know when It just came out, Stefan. The spirit of Alexi moved me.
I feel like, I don't know when Tetris was developed,
maybe like late 80s, early 90s or something.
And it feels like something an early 30s person would develop.
Oh, wow.
Being strategic.
May 5th, 1959.
Oh.
Wow.
So the answer is April 16th, 1955.
Oh, good job, Stephan.
That's actually pretty close.
Okay, well, I'd like Sari to go first.
Okay.
So play in animals is kind of a biological mystery.
It seems like it's something that should be straightforward.
Like they play fight or chase a ball or goofy and we love them and that those all have purposes.
So play fighting might train them to defend themselves or being goofy with us could increase
their social behavior or decrease aggression.
But not all behaviors fit neatly into a box of a theory for play and for games.
And so we don't really have anything really conclusive
besides it's fun and maybe lowers stress
or improves coordination.
But researchers are particularly interested
in studying play because it's tricky
and interesting to understand.
And one group of scientists
at the Humboldt University of Berlin
gave it a go in 2019 by teaching rats
how to play hide and seek.
They didn't want to use carefully regulated
classical conditioning
methods like food rewards or like negative electric shocks. So they met the rats on sort
of their own level. They knew that rats would play with each other. So this researcher, Annika
Reinhold, started getting them used to her by petting and tickling them, which I learned that
rats giggle when they're tickled at really high frequencies that we can't hear, but they love it. They love to be tickled.
Can they hear each other giggling?
I think so.
Oh, good.
After some training, all six rats learned how to seek. So their starting enclosure was closed,
and then it would open up remotely, and there would be a human hidden in the room. Then they would scurry around and like vocalize and check past hiding spots and like seek out the human and then get really excited when they found them.
Executing what are known as joy jumps or Freudensprung.
Oh my goodness.
So they were having a lot of fun.
And five out of six of them also learned to hide if their starting box was open and the
human was nowhere to be found so they would like sneak around pick a hiding spot stay still and
silently wait to be found and sometimes when the human found them they would like run away before
getting their tickle reward and hide again because they were having so much fun and they were just
like i want to keep playing and so then they would hide again.
So it was really, really interesting.
One, because hide and seek seems like a sort of more complicated game than play fighting
because there are separate roles.
There are more rules involved,
but humans were still able to train them.
And they noticed that when rats are conditioned with food,
they're usually silent
and can tirelessly perform hundreds and hundreds of trials.
But these rodents were really eager to play and really tired when the block of games were over.
So they were like giving their all to this task and then being tired afterward.
So it's like really heartening to see how happy these rats were, but also like sad to see how other trial rats are not necessarily living their best lives.
There's a lot of competition to get into the giggle fight rat study.
Yeah.
At work today, I got tickled.
I've got to play hide and seek.
What did you do?
Well, the bottom of my cage is electrocuted.
Mostly, I just found this really endearing and play is cute and good.
And we don't know exactly what its evolutionary purpose is, but we know that it's really important.
Do rats have games when they're not in captivity?
Do they know?
Yeah, I think they're pretty playful.
A lot of mammals are really playful
and demonstrate a lot of play behaviors.
So rats, I think, do a lot of this.
They like tussle and hide and pounce on each other.
So sort of similar to things that you'd see a cat or a dog
or other pets do.
You said some of the rats are also seeking,
but do they seek other rats and then tickle them?
Or are they like seeking the humans?
It's a human-rat game.
So the rat is either the seeker or the hider,
and then a human is the other person.
That's a good question.
If rats can tickle each other,
do we know the answer to that?
Probably. I don't know. I hope so. I feel like the way we've measured their high pitch tickly giggles, it's because humans were tickling them. But I imagine that
they giggle because they tickled each other at some point and they were like, hee hee hee.
They giggled before the first human induced giggle. One has to assume.
Yeah. Okay. All right, Stefan, what do you got?
So one of the very important skills in life is empathy.
So just understanding and experiencing the emotions of other people.
A team at the University of Wisconsin-Madison
was wondering if they could use games to help teach people empathy.
And so they developed this game called Crystals of Kedor
that was designed
to teach empathy to middle schoolers specifically. They had 150 kids in the study, 75 played this
game, and 75 played a control game. The sort of premise of the game is that I think you're a robot
and you've crash landed on this alien planet and you don't speak the same language as these aliens.
landed on this alien planet and you don't speak the same language as these aliens. And so you have to build emotional rapport with them in order to like gather the parts of your spaceship and then
presumably like put it back together and get back home or whatever. It just so happens, luckily
enough, these aliens have extremely human and expressive faces. And so all the key mechanics
of the game are about identifying what emotion they're feeling and how intensely they're feeling it. They had the kids play the game for about an
hour a day for two weeks. And in fMRI scans after those two weeks, I think all of the kids who
had played the game showed improved neural connectivity in the brain regions associated with empathy and perspective taking. But some of the kids also had more connectivity in emotional
regulation brain regions. Those kids improved their scores on empathic accuracy tests. And so
they had taken those tests before and then after playing the game, they did better. So kind of
showing that like the game
worked for them, but it doesn't necessarily work for everyone. But the idea behind this and like
why they're targeting middle schoolers specifically is like, you know, it's a time of life when your
brain's still developing, you're learning these social skills, and it could be really helpful for
children who are on the autism spectrum or just generally have trouble with empathy and social
skills. But the idea is to show that it can be impactful and then maybe inspire the game industry
to include more empathy-based things in games. Because that was the thing that I was thinking
about while reading this is like, there's no game that I have played that uses empathy as a mechanic.
It's like, can you click on this thing faster
than the other person clicked on this thing?
Or in RPGs, you're like,
I'm going to use my charisma skill
to get a good deal on these basilisk toenails.
But you just roll a die.
Stefan, you've played Rust, right?
Uh-huh.
That caused a big ruckus
because its character generator
is automatic.
And so you can't choose
the race or gender
of your character.
And you're locked into it
for the whole game.
And like game scholars
and sociologists
were interested in that
because it's like
some people pick an avatar
that resembles them
and some people pick an avatar
like men will pick a sexy woman or something because that's what they want to look at while they're playing a game.
But this took all control out of the players hands and like forced you to be a person and hopefully in some way teach you empathy or just like see how it plays out in this survivalist game.
People were really mad about it too.
I remember.
Yeah. Yeah. I think so.
People were like very pissed.
They couldn't change their character.
No empathy was developed.
Yeah.
So we've got in 2019,
neuroscientists teaching rats how to play hide and seek
by rewarding them only with tickles.
Or we've got Stefan with a game developed for middle schoolers
where you have to understand the facial expressions of aliens to develop empathy.
Sam, are you ready to vote with me?
Yeah, I am.
Three, two, one.
Stefan.
Mixing it up again.
I like this useful tool.
It seems like a game I'd like to play.
Also, I'm worried about my own child,
also his entire generation,
and I want them to be able to understand people in the world.
Are you saying you wouldn't want to play hide and seek with a mouse?
Because I sure would.
Or a rat.
Oh, yeah.
No, I want to giggle the heck out of some rats.
And I want some kind of headphones that let me hear them giggle that i don't know why that hasn't been developed yet but i definitely i
think that that our sort of like species level appreciation for rats would go way up if that
was possible oh yeah i picked series because it delighted me yeah it was really delightful
your reasons were extremely compelling once i heard them and probably Stefan's is more important
for the world.
Now it's time
to ask the science couch.
We've got some
listener questions
for our couch
in quotation marks
of finally honed
scientific minds.
This is from
at sciences and art.
Why do we get
so riled up
about games?
This is like
a psychologically
complicated question and I tried to do reading
and I recruited Deboki to try to do reading. And the answer is maybe just dopamine because,
of course, anything. As with so many things. It is the answer to everything. 42 and dopamine.
Our brains apparently have a tough time separating games from reality. And that's partially because
of game design.
Like it wants you to become invested in winning or losing, but also just we feel very big.
And so chemically in your brain, when you lose money in a board game, dopamine neurons will start firing. And when you win, you get the release of like those same hormones that bring
you joy and pleasure and feeling good. So like we were saying in the definition phase,
game playing is like learning different sets of rules and learning behaviors
and accomplishing those behaviors and learning from the consequences of your actions.
And those are all important parts of development in other regions of your life.
So like you learn from the consequences of your actions in real life.
If you touch a hot burner and you burn your hand and you learn from the consequences of your actions
in soccer, if you kick the ball, not to a player, but like far off field, I assume that that's a bad
thing. That's like my most general bad thing I can think of with soccer. And those drive the same
general learning behavior, like, oh, that thing is bad. I should not
do it again. And dopamine is a key hormone involved in those kind of reinforcement learning pathways.
From like a fan's perspective, what are they getting so worked up about when they're watching
a game though? That's the identity part. Yeah, I feel like that is the identity part as part of a
fan. This I did less research into, so I'm pulling from very old knowledge.
But when you become a fan of something, you forge community around it in the same way that you see in like internet fandoms, for example.
And so when good or bad things happen to the object of your fanishness, then you like have emotional responses to that. You have this parasocial
relationship with that person or that team, which is just like a fancy psychological way to say
that you feel like you know them really, really well because they've shared parts of their lives
with you, but they don't know anything about you. And so you feel like you like know your football
player stats, you know who's been traded onto the team, you know how to cheer for them.
And that way their performance really affects you emotionally, even though what you do doesn't affect them at all.
Well, if you want to ask your Science Couch question, follow us on Twitter at SciShow Tangents, where we will tweet out topics for upcoming episodes every week.
Thank you to at PK Lake Mama, at Little Gray Fish, and everybody else who tweeted us your questions this episode.
Final Sandbuck scores.
Everybody's got two points
except Sam, who's got one.
Oh, no.
If you like this show and you want to help us out, it's really
easy to do that. You can leave us a review wherever you
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Thank you for joining us.
I have been Hank Green.
I've been Sari Riley.
I've been Stefan Chin.
And I've been Sam Schultz.
SciShow Tangents
is a co-production of Complexly
and the wonderful team
at WNYC Studios.
It's created by all of us
and produced by
Caitlin Hoffmeister
and Sam Schultz,
who also edits
a lot of these episodes along with Hiroko Matsushima.
Our editorial assistant is Deboki Trocovardi, our sound design is by Joseph Tuna-Medish,
and we couldn't make any of this without our patrons on Patreon.
Thank you, and remember, the mind is not a vessel to be filled, but a fire to be lighted. But one more thing.
In 2013, an engineer at the video game company Valve
was playing around with creating two different kinds of controllers.
One like a retainer that you stick in your mouth
and use your tongue to manipulate and click.
And one that you stick under your butt
and lean or twirl to move around
or pan the camera or things like that.
Sometimes you just need two extra buttons.
One for each cheek.