Casual Revolution: Reinventing Video Games and Their Players - download pdf or read online

By Jesper Juul

ISBN-10: 0262013371

ISBN-13: 9780262013376

We used to imagine that games have been typically for younger males, yet with the luck of the Nintendo Wii, and the proliferation of video games in browsers, cellular phone video games, and social video games games replaced replaced essentially within the years from 2000 to 2010. those new informal video games are actually performed by means of women and men, old and young. avid gamers don't need to own an intimate wisdom of online game heritage or dedicate weeks or months to play. even as, many avid gamers of informal video games convey a commitment and talent that's whatever yet informal. In an off-the-cuff Revolution, Jesper Juul describes this as a reinvention of games, and of our photograph of online game gamers, and explores what this tells us concerning the gamers, the video games, and their interplay. With this reinvention of games, the sport reconnects with a normal viewers. a lot of today's informal video game avid gamers as soon as loved Pac-Man, Tetris, and different early video games, merely to drop out while games grew to become extra time-consuming and complicated. Juul indicates that it is just through realizing what a online game calls for of gamers, what gamers deliver to a video game, how the sport works, and the way games have built traditionally that we will be able to comprehend what makes games enjoyable and why we elect to play (or to not play) them.

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Extra info for Casual Revolution: Reinventing Video Games and Their Players

Example text

In discussing the usability of casual games, I described the design of a game interface as a question of function. But there is something else going on in casual games, something that is not predictable from the description of casual players. The end-of-level sequence of Peggle gives clear feedback to the player that he or she has completed the level, yet this is about more than information: the player already knows that the level is completed, so neither the ‘‘EXTREME FEVER’’ display, nor the extra bonus when the ball exits the bottom of the screen, nor the rainbow, nor the final extra bonus tally provide any new information to the player.

Downloadable casual games are played on personal computers designed for other purposes than playing these games, so usability must be achieved in some way other than by creating new game controllers. ) or labeled button presses instead of complex syntax; rapid, incremental, reversible operations whose impact on the object of interest is immediately visible; layered or spiral approach to learning that permits usage with minimal knowledge. Novices can learn a modest and useful set of commands, which they can exercise till they become an ‘‘expert’’ at level 1 of the system.

What Is Casual? 66 1. Fiction The player is introduced to the game by way of a screenshot, a logo on a web page, or the physical game box. Casual games are generally set in pleasant environments. Casual game design has emotionally positive fictions as opposed to the mostly emotionally negative, ‘‘vampires and war’’ settings of traditional video games. 2. Usability The player tries to play the game, and may or may not have trouble understanding how to play. Casual games presuppose little knowledge of video game conventions.

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Casual Revolution: Reinventing Video Games and Their Players by Jesper Juul

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