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Psychological Phenomena

Ludic Fallacy

Decision-Making and Judgment Biases

The ludic fallacy, proposed by Nassim Nicholas Taleb in his 2007 book The Black Swan, is the misuse of games to model real-life situations. Taleb describes the fallacy as basing studies of chance on the narrow, cleanly bounded world of games and dice, rather than on the messier and less quantifiable uncertainty of real-world events; the term's adjective, ludic, derives from the Latin noun ludus, meaning play, game, sport or pastime. The fallacy names the specific error of assuming that the tidy probabilities that govern a game of chance also govern situations whose true uncertainty is far less structured and far less knowable.

Facts
Core Claim
The misuse of games to model real-life situations, basing studies of chance on the narrow world of games and dice 1
First Described Year
2007 1
Classification
Type of Phenomenon
Cognitive Phenomenon 1
Connections

In Branch

Source Wikipedia: Ludic fallacy
Sources
1. Wikipedia: Ludic fallacy
  • Lead paragraph, sentence 2
    basing studies of chance on the narrow world of games and dice
  • Lead paragraph, sentence 1
    proposed by Nassim Nicholas Taleb in his book The Black Swan (2007)
  • lead section, phenomenon-kind classification
    The ludic fallacy, proposed by Nassim Nicholas Taleb in his book The Black Swan (2007), is "the misuse of games to model real-life situations".
  • In Branch: Cognitive Psychology, Categories
    Wikipedia article 'Ludic fallacy' is filed under Category:Cognitive biases.
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