Dog owners can sleep easy tonight because physicists have discovered how rapidly a wet dog should oscillate its body to dry its fur. Presumably, dogs already know. From the article: "Today we have an answer thanks to the pioneering work of Andrew Dickerson at the Georgia Institute of Technology in Atlanta and a few buddies. But more than that, their work generates an interesting new conundrum about the nature of shaken fur dynamics. Dickerson and co filmed a number of dogs shaking their fur and used the images to measure the period of oscillation of the dogs' skin. For a labrador retriever, this turns out to be 4.3 Hz."
harrymcc writes "Long before the Web came along, people were playing online games — on BBSes, on services such as Prodigy and CompuServe, and elsewhere. Gaming historian Benj Edwards has rounded up a dozen RPGs, MUDs, and other fascinating curiosities from the 1970s, 1980s, and early 1990s — and the cool part is: they're all playable on the Web today." What old games were good enough for you to watch them scroll by on your 300 baud modem?
krou writes "In an experiment conducted by a Princeton University team, 'Rats with access to high-fructose corn syrup gained significantly more weight than those with access to table sugar, even when their overall caloric intake was the same.' Long-term consumption also 'led to abnormal increases in body fat, especially in the abdomen, and a rise in circulating blood fats called triglycerides.' Psychology professor Bart Hoebel commented that 'When rats are drinking high-fructose corn syrup at levels well below those in soda pop, they're becoming obese — every single one, across the board. Even when rats are fed a high-fat diet, you don't see this; they don't all gain extra weight.'"
An article in the Guardian asks whether the focus of modern games has shifted away from having a clear-cut ending and toward indefinite entertainment instead. With the rise of achievements, frequent content updates and open-ended worlds, it seems like publishers and developers are doing everything they can to help this trend. Quoting: "Particularly before the advent of 'saving,' the completion of even a simple game could take huge amounts of patience, effort and time. The ending, like those last pages of a book, was a key reason why we started playing in the first place. Sure, multiplayer and arcade style games still had their place, but fond 8, 16 and 32-bit memories consist more of completion and satisfaction than particular levels or tricky moments. Over the past few years, however, the idea of a game as simply something to 'finish' has shifted somewhat. For starters, the availability of downloadable content means no story need ever end, as long as the makers think there's a paying audience. Also, the ubiquity of broadband means multiplayer gaming is now the standard, not the exception it once was. There is no real 'finish' to most MMORPGs."
A post on Pixel Poppers looks at the psychological underpinnings of the types of challenges offered by different game genres, and the effect those challenges have on determining which players find the games entertaining. Quoting: "To progress in an action game, the player has to improve, which is by no means guaranteed — but to progress in an RPG, the characters have to improve, which is inevitable. ... It turns out there are two different ways people respond to challenges. Some people see them as opportunities to perform — to demonstrate their talent or intellect. Others see them as opportunities to master — to improve their skill or knowledge. Say you take a person with a performance orientation ('Paul') and a person with a mastery orientation ('Matt'). Give them each an easy puzzle, and they will both do well. Paul will complete it quickly and smile proudly at how well he performed. Matt will complete it quickly and be satisfied that he has mastered the skill involved. Now give them each a difficult puzzle. Paul will jump in gamely, but it will soon become clear he cannot overcome it as impressively as he did the last one. The opportunity to show off has disappeared, and Paul will lose interest and give up. Matt, on the other hand, when stymied, will push harder. His early failure means there's still something to be learned here, and he will persevere until he does so and solves the puzzle."