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Comment Fantasy Leagues? (Score 1) 142

I assume there is already some kind of decent metrics for rating players to enable fantasy leagues - the sort where average joe picks a bunch of players (from all teams) that he likes, and compares his "fantasy team" to all the other average joes who choose to spend their time doing the same. What metrics do these fantasy leagues use?

Aussie rules football (AFL) has very specific player scoring, developed from the work of Champion Data (not a large amount of detail there). These data and metrics are now used by every offical team, commentators and form the basis of most fantasy league scores. On the local news site which runs the largest fantasy league competition there is a lot more about how points are awarded, and performances of players through the season (about halfway through season 2010 at the moment).

Looking even more in depth, creating heat maps from player data, are some PHD students at my old university

I would have thought these kinds of data and analysis would be even more advanced in a sport that has much more history and far more fans around the world than AFL?

Businesses

Blackberry Owners Chained to Work 210

seriouslywtf writes "New survey data suggests that Americans are split over whether Blackberrys are chaining them to work. While people who own Blackberries feel 'more productive', those with Blackberrys are more likely to work longer hours and feel like they have less personal time than those without. A Director of Marketing Strategies who owns a Blackberry pointed out that many employees feel obligated by employers who have handed out the devices. 'While being always on in a social context is a natural for young people, many of those in the 25-54 age group with families and corporate jobs are struggling with work-life blending. There is a need for the mainstream workplace culture to offer ways to counterbalance.'" Is the constantly connected, often mobile nature of the modern workplace a good thing, or not?
Games

'Losing For The Win' In Games 159

simoniker writes "Designer Ben Schneider (Empire Earth, EyeToy: AntiGrav, Titan Quest) has written a new article exploring the possibility of enticing your players through the power of defeat. From the piece: 'Some of the most memorable moments in games depend heavily on reversals to kick their dramatic arcs forward, from Planetfall to Fable to Beyond Good & Evil to Deus Ex. And yet, as an industry, we clearly have a lot to learn — and a lot to invent. So, then, how do you draw a clear line between player failure and dramatic reversal? It is a question well worth pondering.' In other words, if the game forces the player to get his ass kicked, can the player ever forgive it, or is it the key to some really interesting moments when used in a positive way?"

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