A Casual Revolution: Reinventing Video Games and Their Players

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MIT Press, Feb 10, 2012 - Games - 264 pages
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We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or 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. 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.Important Notice: The digital edition of this book is missing some of the images found in the physical edition.
 

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Contents

1 A Casual Revolution
1
2 What Is Casual?
25
3 All the Games You Played Before
65
The Gradual Evolution of Downloadable Casual Games
79
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
Player Survey
153
Player Stories
157
Developer Interviews
175
Notes
219
References
233
Index
247
Copyright

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About the author (2012)

Jesper Juul is a researcher at the Danish Design School and an affiliate of the New York University Game Center. He is the author of Half-Real: Video Games between Real Rules and Fictional Worlds (2005), published by the MIT Press.

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