A Casual Revolution: Reinventing Video Games and Their Players
  • A Casual Revolution: Reinventing Video Games and Their Players
  • A Casual Revolution: Reinventing Video Games and Their Players

A Casual Revolution: Reinventing Video Games and Their Players

by Jesper Juul
     
 

ISBN-10: 0262013371

ISBN-13: 9780262013376

Pub. Date: 10/09/2009

Publisher: MIT Press

"The enormous popularity of the Nintendo Wii, Guitar Hero, and smaller games like Bejeweled or Zuma has turned the stereotype of the obsessed young male gamer on its head. Players of these casual games are not required to possess an intimate knowledge of video game history or to devote weeks or months to play. At the same time, many players of casual games show a

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Overview

"The enormous popularity of the Nintendo Wii, Guitar Hero, and smaller games like Bejeweled or Zuma has turned the stereotype of the obsessed young male gamer on its head. Players of these casual games are not required to possess an intimate knowledge of video game history or to devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction." "With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time consuming and complex. For a long time, video games asked players to structure their lives to fit the demands of a game; with casual games, it is the game that is designed to fit into the lives of players. These flexible games make it possible for everyone to be a video game player." Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.

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Product Details

ISBN-13:
9780262013376
Publisher:
MIT Press
Publication date:
10/09/2009
Pages:
252
Product dimensions:
6.20(w) x 9.00(h) x 0.90(d)

Table of Contents

1 A Casual Revolution 1

2 What Is Casual? 25

3 All the Games You Played Before 65

4 Innovations and Clones: The Gradual Evolution of Downloadable Casual Games 79

5 Return to Player Space: The Success of Mimetic Interface Games 103

6 Social Meaning and Social Goals 121

7 Casual Play in a Hardcore Game 129

8 Players, Developers, and the Future of Video Games 145

Appendix A Player Survey 153

Appendix B Player Stories 157

Appendix C Developer Interviews 175

Notes 219

References 233

Index 247

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