Flipism, sometimes spelled "flippism", is a personal philosophy under which decisions are made by flipping a coin. It originally appeared in the Donald Duck Disney comic "Flip Decision" [1] [2] by Carl Barks, published in 1953. Barks called a practitioner of "flipism" a "flippist". [3] [4]
An actual coin is not necessary: dice or another random generator may be used for decision making.
Flipism can be seen as a normative decision theory, although it does not fulfill the criteria of rationality.
In the original 1952 comic book, Donald Duck meets the eccentric Professor Batty, who persuades Donald to make decisions based on flipping a coin at every crossroad of life: [5] "Life is but a gamble! Let flipism chart your ramble!" Donald soon gets into trouble when following this advice. He drives a one way road in the wrong direction and is fined $50. The reason for the fine is not his bad driving, but rather the fact that he relied on a coin to do his thinking instead of deciding for himself. [6]
Flipism is a normative decision theory in a sense that it prescribes how decisions should be made. In the comic, flipism shows remarkable ability to make right conclusions without any information—but only once in a while. In reality, flipping a coin would only lead to random decisions. However, there is an article about benefits of some randomness in the decision-making process in certain conditions. It notes: [7]
Though the author himself may have intended this as a rejection of the idea that rationality (in the standard sense) has some special claim to superiority as a basis for making decisions, what he may really have discovered are the potential benefits of strategic commitment to randomization.
Commitment to a non-trivial mixed strategy can be beneficial for the informed party in a potential conflict under asymmetric information, as it allows the player to manipulate an opponent’s beliefs in an optimal fashion. Such a strategy also makes the player less inclined to enter into conflict when it is avoidable.
Another way of seeing the utility of flipism in decision-making can be called "revealed preferences". In the traditional form, revealed preferences mean that the preferences of consumers can be revealed by their purchasing habits. With flipism, the preferences can be revealed to the decision-maker themselves. Decisions with conflicting preferences are especially difficult even in situations where there is only one decision-maker and no uncertainty. The decision options may be either all appealing or all unpleasant, and therefore the decision-maker is unable to choose. Flipism, i.e., flipping a coin can be used to find a solution. However, the decision-maker should not decide based on the coin but instead observe their own feelings about the outcome; whether it was relieving or agonizing. In this way, flipism removes the mental block related to the act of decision-making, and the post-decision preferences can be revealed before the decision is actually made. An example of revealed preferences is embodied in the Old Testament story, the "Judgment of Solomon", wherein King Solomon offered to resolve a child custody dispute by ordering the baby cut in two, and upon seeing the reactions made an award.
Still a third approach is to look at flipism as the endpoint of a continuum bounded on the other side by perfectly rational decision-making. Flipism requires the minimum possible cognitive overhead to make decisions, at the price of making sub-optimal choices. Truly rational decision-making requires a tremendous investment in information and cognition to arrive at an optimal decision. However, the expected marginal value of information gathered (discounted for risk and uncertainty) is often lower than the marginal cost of the information or processing itself. The concept of bounded rationality posits that people employ cognitive parsimony, gathering only what they expect to be sufficient information to arrive at a satisficing (or "good enough") solution. Flipism is therefore a rational strategy to employ when the cost of information is very high relative to its expected value, and using it is an example of motivated tactical thinking.
This is a commonly recognized decision making technique used in everyday life. Other similar methods include:
These forms are in contradistinction to analytics, a commonly used method of data-based decision making. [8]
According to Kevin Durand and Mary Leigh, flipism is "a psychological tool, and not an agent of fate". [9] It is neither a revelation of the wishes of the head of state (e.g., Julius Caesar, whose head was on the coin, ergo, heads showed "Caesar's will") nor the divination of a deity's will. [9]
There are those who view the resort to flipism to be a disavowal of responsibility for making personal and societal decisions based upon rationality. [6] [ citation needed ] However, in the end, flipism shows surprising efficiency in guiding some decisions. [6] [ citation needed ]
In game theory, negotiations, nuclear deterrence, diplomacy and other conflict theories—rationality, realpolitik or realism can themselves limit strategies and results. They can limit the ability of a player to make demands or get its own way through bluffing, bullying, instilling fear, causing apprehension, or psychologically manipulation or sending a heeded warning — and therefore can increase the likelihood that an opposing party may engage in objectionable or unwelcome behavior. If one knows the lines and can predict the response, then predictability and proportionality become a restraint, not a virtue. Consequently, "taunting a junkyard dog [a] is OK, if you know you are beyond the reach of its tether." [7] Thus irrationality (real or perceived) can be an important countervailing tool or strategy, particularly as a deterrent and if it engenders hesitation, fear, negotiation and resolution, or change of course. [10] However, alternate strategies such as honesty, building a climate of trust, respect, using intermediaries, mediation or other forms of conflict resolution, sanctions, patience, process, data and reasoning might still be available, as might strategies like so-called win-win bargaining (also called "interest-based" bargaining) – which tries to reach an accord based on interests, not necessarily on positions, power, rights or distribution. [11] Another approach is Cooperative bargaining and gain sharing.
Flipism is a film trope that is used to argue for "the supremacy of free will in a chaotic world". [9]
Whenever you're called on to make up your mind, and you're hampered by not having any, the best way to solve the dilemma, you'll find, is simply by spinning a penny. No – not so that chance shall decide the affair, while you're passively standing there moping, but the moment the penny is up in the air, you suddenly know what you're hoping.
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Carl Barks was an American cartoonist, author, and painter. He is best known for his work in Disney comic books, as the writer and artist of the first Donald Duck stories and as the creator of Scrooge McDuck. He worked anonymously until late in his career; fans dubbed him The Duck Man and The Good Duck Artist. In 1987, Barks was one of the three inaugural inductees of the Will Eisner Comic Book Hall of Fame.
Keno Don Hugo Rosa, known as Don Rosa, is an American comic book writer and illustrator known for his Disney comics stories about Scrooge McDuck, Donald Duck, and other characters which Carl Barks created for Disney-licensed comic books, first published in America by Dell Comics. Many of his stories are built on characters and locations created by Barks; among these was his first Duck story, "The Son of the Sun" (1987), which was nominated for a Harvey Award in the "Best Story of the Year" category.
The gambler's fallacy, also known as the Monte Carlo fallacy or the fallacy of the maturity of chances, is the belief that, if an event has occurred less frequently than expected, it is more likely to happen again in the future. The fallacy is commonly associated with gambling, where it may be believed, for example, that the next dice roll is more than usually likely to be six because there have recently been fewer than the expected number of sixes.
Huey, Dewey, and Louie are triplet cartoon characters created by storyboard artist (screenwriter) Carl Barks for The Walt Disney Company from an idea proposed by cartoonist Al Taliaferro. They are the nephews of Donald Duck and the grand-nephews of Scrooge McDuck. Like their maternal uncles, the brothers are anthropomorphic white ducks with yellow-orange bills and feet. The boys are sometimes distinguished by the color of their shirts and baseball caps. They appeared in many Donald Duck animated shorts, as well as in the television show DuckTales and its reboot, but the comics remain their primary medium.
Scrooge McDuck is a cartoon character created in 1947 for The Walt Disney Company by Carl Barks. Appearing in Disney comics, Scrooge is a Scottish-born American anthropomorphic Pekin duck. Like his nephew, Donald Duck, he has a yellow-orange bill, legs, and feet. He typically wears a red or blue frock coat, top hat, pince-nez glasses, and spats varying in color. He is portrayed in animation as speaking with a Scottish accent. Originally intended to be used only once, Scrooge became one of the most popular characters in the Disney comics world, as well as Barks' signature work. Scrooge is an extremely rich duck who lives in the fictional city of Duckburg in the fictional U.S. state of Calisota, whose claimed location is in real-world California, United States.
Satisficing is a decision-making strategy or cognitive heuristic that entails searching through the available alternatives until an acceptability threshold is met. The term satisficing, a portmanteau of satisfy and suffice, was introduced by Herbert A. Simon in 1956, although the concept was first posited in his 1947 book Administrative Behavior. Simon used satisficing to explain the behavior of decision makers under circumstances in which an optimal solution cannot be determined. He maintained that many natural problems are characterized by computational intractability or a lack of information, both of which preclude the use of mathematical optimization procedures. He observed in his Nobel Prize in Economics speech that "decision makers can satisfice either by finding optimum solutions for a simplified world, or by finding satisfactory solutions for a more realistic world. Neither approach, in general, dominates the other, and both have continued to co-exist in the world of management science".
The Donald Duck universe is a fictional shared universe which is the setting of stories involving Disney cartoon character Donald Duck, as well as Daisy Duck, Huey, Dewey, and Louie, Scrooge McDuck, and many other characters. Life in the Donald Duck universe centers on the city of Duckburg and is a part of the larger Mickey Mouse universe. In addition to the original comic book stories by Carl Barks, the Duckburg cast was featured in Little Golden Books, television series such as DuckTales (1987–1991), Darkwing Duck (1991–1992), and the DuckTales reboot (2017–2021), and video games such as DuckTales (1989), QuackShot (1991), Goin' Quackers (2000), and DuckTales: Remastered (2013).
The Duck family is a fictional family of cartoon ducks related to Disney character Donald Duck. The family is also related to the Coot, Goose, and Gander families, as well as the Scottish Clan McDuck. Besides Donald, the best-known members of the Duck family are Huey, Dewey, and Louie, Donald's triplet nephews.
Disney comics are comic books and comic strips featuring characters created by the Walt Disney Company, including Mickey Mouse, Donald Duck and Scrooge McDuck.
"The Old Castle's Secret" is a 32-page Disney comics adventure/mystery/horror story written, drawn, and lettered by Carl Barks. It was first published by Dell Publishing in Four Color #189. Characters include Scrooge McDuck, Donald Duck, and his three nephews. The story is about a treasure hunt led by Uncle Scrooge through an old castle in Scotland.
"A Christmas for Shacktown" is a 32-page Disney comics story written, drawn, and lettered by Carl Barks. The story was first published in Four Color #367, and tells of Donald Duck's attempts to raise money for a Christmas party for the poor children of Shacktown.
"Back to the Klondike" is a Disney comic book story created by Carl Barks, created in September 1952 and first published in March 1953 in Four Color #456. Scrooge McDuck returns to Klondike where he has made his fortune, bringing Donald and the three nephews along, to find back the gold he has left there.
Donald Duck, also known as Donald Duck and Friends, is an American Disney comic book series starring the character Donald Duck and published by various publishers from October 1942 to June 2017. As with many early Disney comics titles, Donald Duck began as individual issues of Dell Comics' Four Color one-shots series. It was published as its own regular series in November 1952, starting with issue #26.
Coin flipping, coin tossing, or heads or tails is the practice of throwing a coin in the air and checking which side is showing when it lands, in order to randomly choose between two alternatives. It is a form of sortition which inherently has two possible outcomes. The party who calls the side that is facing up when the coin lands wins.
Donaldism is the fandom associated with Disney comics and cartoons. The name refers to Donald Duck and was first used by author Jon Gisle in his essay "Donaldismen" from 1971 and expanded in his book Donaldismen in 1973.
Donald Duck, a cartoon character created by the Walt Disney Company, is today the star of dozens of comic-book and comic-strip stories published each month around the world. In many European countries, Donald is considered the lead character in Disney comics, more important and beloved than Mickey Mouse.
Donald Duck is a cartoon character created by The Walt Disney Company. Donald is an anthropomorphic white duck with a yellow-orange bill, legs, and feet. He typically wears a sailor shirt and cap with a bow tie. Donald is known for his semi-intelligible speech and his mischievous, temperamental, and pompous personality. Along with his friend Mickey Mouse, Donald was included in TV Guide's list of the 50 greatest cartoon characters of all time in 2002, and has earned a star on the Hollywood Walk of Fame. He has appeared in more films than any other Disney character.
"Flip Decision" is a Donald Duck comic book story written and illustrated by Carl Barks in June 1952. Like many other Barks stories, it was originally untitled. In the story, Donald becomes an adherent of a philosophy of life called flipism, in which all decisions in life are made by flipping a coin.
Consider two remote players, connected by a channel, that don't trust each other. The problem of them agreeing on a random bit by exchanging messages over this channel, without relying on any trusted third party, is called the coin flipping problem in cryptography. Quantum coin flipping uses the principles of quantum mechanics to encrypt messages for secure communication. It is a cryptographic primitive which can be used to construct more complex and useful cryptographic protocols, e.g. Quantum Byzantine agreement.