As an undergraduate, I participated in a faculty-student debate about artificial intelligence and I defended free will. The opposing professor claimed I believed in free will because I wanted credit for my success. That remark stuck and I found it applied elsewhere, such as in the context of luck.

As a gamer I am aware of the role (or roll) of chance in success. However, as the professor noted, I want credit for my successes and while I acknowledged the role of luck, I tended to minimize it. However, after modest success as a writer and teaching Aesthetics, I accepted that luck (favorable chance) has a huge role in success. But this was a largely unsupported view. Fortunately, Princeton’s Matthew Salganik investigated success and had the resources to do an effective experiment.

To determine the role of chance in success Salganik created nine identical online worlds. He then distributed the 30,000 teens he recruited for his experiment among these virtual worlds.  Each group of teens was exposed to the same 48 songs from emerging artists that were unknown to the teens. In return, the teens were able to download the songs they liked best free of charge.

One world was set up as the control world—in this world the teens were isolated from social influence in that they could not see what songs others were downloading. In the other eight worlds, they could see which songs were being downloaded—which informed them of what the other teens saw as worth downloading.

This experiment was well designed: each world is identical at the start and the test subjects were randomly assigned to them.  With the quality and size of the experiment, the results can be safely regarded as statistically significant.

Given that the same 48 songs were available in each world, if quality was the defining factor for success, then each world should be similar in terms of which songs were downloaded the most. However, Salganik found that the worlds varied significantly. For example, 52 Metro’s song “Lock Down” was first in one world and 40th in another. Salganik concluded that “small, random initial differences” were magnified by “social influence and cumulative advantage.” In short, chance was the decisive factor in the outcome. As a gamer, I certainly appreciated these findings and could easily visualize modelling this process with some dice and charts—like in games such as Pathfinder and D&D.

Lest it be thought that chance is the sole factor, Salganik found that quality does have a role in success—but much less than one might suspect. Based on additional experiments, he found that succeeding with poor quality work is hard but that once a certain basic level of quality is achieved, then success is primarily a matter of chance.

In terms of the specific mechanism of artistic success, a group of people will, as a matter of chance, decide a work is good. The attention of this group will attract more attention and this process will continue. Those drawn by the attention seem to reason that the work must be good and special because other people seem to believe it is good and special.

Leo Tolstoy seemed to have hit on a similar idea in his philosophy of aesthetics.  As Tolstoy said, “a work that pleases a certain circle of people is accepted as art, then a definition of art is devised to cover these productions.”  Tolstoy believed this approach failed to distinguish between good and bad art and saw it as flawed. With a tweak, this can be used to capture Salganik’s findings: “a work that pleases a certain circle of people is accepted as good, then it is believed by others to be good.”

The sort of “reasoning” that Salganik’s experiment seems to have revealed is the Appeal to Popularity fallacy: this is the “reasoning” that because something is popular, it follows that it is good or correct. It also nicely matches the similar Bandwagon fallacy: that because something is winning, it follows that it is good or correct. Not surprisingly, this is grounded in the cognitive bias known as the Bandwagon Effect: people have a psychological tendency to align their thinking with other people. In the case of Salganik’s experiment, the participants aligned their thinking in terms of their aesthetic preference and thus created a bandwagon effect. The effect is like the stereotype of an avalanche: a small, random event that sets of a cascade. Given that the process of selection is essentially not a rational assessment of quality but rather driven by cognitive bias and (perhaps) fallacious reasoning, it makes sense that the outcomes would be decided largely by chance. The same, if his experiment extends by analogy, would seem to hold true of the larger world. This would presumably also extend beyond music and even beyond aesthetics. It would also help explain why it can be so difficulty to manufacture success consistently: even if the art or product is good, it comes down to rolling dice.

2 thoughts on “The Secret of Artistic Success is Luck

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