Tuesday, October 31, 2017

The Fun Equation Revisited

Author's Note: This is a re-posting of an article I wrote a few years ago.  The blog in which I wrote the original is now defunct, but I loved this little piece, so I'm re-publishing it.

When I was in college, one of my best friends introduced me to the idea of The Fun Equation. Being both chemistry students, we often found humor in relating math and science to the 'real' world (whatever that is). The Fun Equation was a cute, funny, and fun way of looking at what makes an experience "fun".

Here's the equation in its most modern form. In order to really understand how fun is to be had, we first need to define our variables.

  • F is, of course, Fun. The amount of fun to be had.
  • M is Mess. Mess may be made by the person having fun, or be a result of the fun.
  • N is Noise.
  • Cp is the Potential for Getting Caught (but not actually getting caught - think of it as risk)
  • S is Sleep.
  • Is and Io are Injury terms. Is is Injury to Self, while Io is Injury to Others.
  • Dp is Damage to Property, either belonging to self or others.
  • Ca is Actually Getting Caught.



From the equation, we can see that Fun is compounding exponentially with respect to Mess, Noise, and the Potential for Getting Caught. Obviously, we'll want to maximize these to ensure that maximum fun is had by all. Experimental evidence for the dependence on Mess can be seen in the aftermath of any gathering (and I've had to clean up after my share). The Noise factor is usually observable during the event. The correlation with Potential for Getting Caught is only palpable if one is in attendance ("Quiet guys! The RA is coming!"). These relationships are clearly seen in the typical college party (which are arguably among the most fun).


The compound growth of Fun is offset by Sleep and Injury (both to self and others). Sleep, of course, removes us from the event (anecdotal effects of pranks perpetuated on the sleeping have been ignored). The sum of the Injury terms is squared due to the serious nature of injury. As injuries become more severe, they will naturally have more of a dampening effect on Fun. It should be noted that minor injuries do not often decrease fun to a noticeable degree, and there has been some evidence that, in the moment, these can actually increase Fun, although more research is needed in this area.


From the main expression, we must subtract the effects of Damage to Property and the square of whether or not we Actually Get Caught. Severe property damage subtracts a significant amount of Fun, and Actually Getting Caught (which is squared), can actually result in a negative value for Fun. Clearly, lack of permanent damage and avoiding getting caught eliminate this term from the equation. The balance between the Potential for Getting Caught and Actually Getting Caught is still being studied, and may result in a separate relationship that may need to be considered.


This version of The Fun Equation seems to be most appropriate to younger people. I am currently working on the Grown-Up Fun Equation, and will post this when suitable and sufficient testing has been completed. Variables such as Cost, Fatigue, and Good TV, are in contention for inclusion, but I am open to suggestions from my readers. Leave your ideas in the Comments.

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