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Casual game design values

Published: 30 September 2009 Publication History

Abstract

In this article, I examine the phenomenon of casual games and the underlying transformation of digital play which the rise of this particular segment of the games industry is exposing. I argue that instead of a genuinely new phenomenon, we are facing a change that can be more accurately characterized as "the normalization of digital play". The expansion of the player basis as well as the instrumental and functional approaches to games concurs with the transformations of other digital environments. As digital environments have become more accessible to large populations and are increasingly part of everyday lives, the ways and means of using them are becoming multifaceted and part of wider experiences. In order to respond to the changes, I propose a framework of casual games design values. Transformation in the games cultures requires transformation in design approaches.

References

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Callaham, J., (2008). "World of Warcraft surpasses 11 million subscribers" Retrieved 6th June 2009 from http://news.bigdownload.com/2008/10/28/world-of-warcraft-surpasses-11-million-subscribers/
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Casual Games Association, (2008). Casual Games Market Report 2007. Retrieved December 2008 from http://www.casualconnect.org/newscontent/11-2007/casualgamesmarketreport2007.html
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Hillis, S., (2007). Men also avid players of casual video games: study. Reuters. 29th October 2007. Retrieved 6th June 2009 from: http://www.reuters.com/article/technologyNews/idUSN2654861820071029
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Maragos, N., (2006). Study Shows Casual Games May Improve Mental Acuity. Gamasutra. Retrieved January 2009 from http://www.gamasutra.com/php-bin/news_index.php?story=8636
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cover image ACM Conferences
MindTrek '09: Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
September 2009
254 pages
ISBN:9781605586335
DOI:10.1145/1621841
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 30 September 2009

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Author Tags

  1. analysis
  2. casual games
  3. design values
  4. framework
  5. game design
  6. play culture transformation
  7. web-downloadables

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MindTrek '09
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MindTrek '09: Academic MindTrek 2009
September 30 - October 2, 2009
Tampere, Finland

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Overall Acceptance Rate 110 of 207 submissions, 53%

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Cited By

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  • (2024)Casual Competition by Design: A Study of the All Random All Mid (ARAM) Mode in League of LegendsProceedings of the ACM on Human-Computer Interaction10.1145/36869928:CSCW2(1-28)Online publication date: 8-Nov-2024
  • (2024)Go-Go Biome: Evaluation of a Casual Game for Gut Health Engagement and ReflectionProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642742(1-20)Online publication date: 11-May-2024
  • (2024)Beyond School: The Role of Technology in K-12 students' lives and Informal LearningInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2024.100692(100692)Online publication date: Sep-2024
  • (2023)Playing on life's termsEludamos: Journal for Computer Game Culture10.7557/23.711514:1(125-145)Online publication date: 14-Dec-2023
  • (2023)Towards Standardizing Game Designing Processes: Game Designers’ Initiation ToolComputer Science for Game Development and Game Development for Computer Science [Working Title]10.5772/intechopen.1002903Online publication date: 19-Oct-2023
  • (2023)Case Study on Student Behavior of Barrier Image Collection through GamingProceedings of the 35th Australian Computer-Human Interaction Conference10.1145/3638380.3638425(159-165)Online publication date: 2-Dec-2023
  • (2023)Design Principles for Content Creation in Location-Based GamesACM Transactions on Multimedia Computing, Communications, and Applications10.1145/358368919:5s(1-30)Online publication date: 7-Jun-2023
  • (2023)Difficulty-skill balance does not affect engagement and enjoyment: a pre-registered study using artificial intelligence-controlled difficultyRoyal Society Open Science10.1098/rsos.22027410:2Online publication date: Feb-2023
  • (2023)The cultural embeddedness of academic books on knowing, feeling, and queering video gamesThe Information Society10.1080/01972243.2023.217118239:2(130-139)Online publication date: 5-Mar-2023
  • (2022)Uma análise das características de jogos digitais do sub gênero Tower DefenseProjetica10.5433/2236-2207.2022v13n2p22313:2(223-253)Online publication date: 30-Sep-2022
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