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Casual Games Discusssion
 

Casual Games Discusssion

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Presented in Gamers in Society seminar in Tampere, Finland (spring 2007). Mainly about introducing phenomenon of casual games and terminology for studying the casual IN games phenomenon.

Presented in Gamers in Society seminar in Tampere, Finland (spring 2007). Mainly about introducing phenomenon of casual games and terminology for studying the casual IN games phenomenon.

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  • More of an academic take on the growing phenomenon of casual games.
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    Casual Games Discusssion Casual Games Discusssion Presentation Transcript

    • Casual Games Discussion Kuittinen, Kultima, Niemelä and Paavilainen working paper
    • The GameSpace Project
      • Frans Mäyrä Scientific Leader
      • Janne Paavilainen Project Manager
      • Annakaisa Kultima Researcher
      • Jussi Kuittinen Researcher
      • Johannes Niemelä Researcher
      • GameSpace studies design and evaluation
      • methods of casual mobile multiplayer games
      2 / 12
    • Rationale for the paper
      • Casual games are getting big
        • 2$ billion dollar market in 2008 in U.S (est.)
      • Casual games are reaching the masses
      • How to study and design casual games?
        • No previous academic study
        • Study of the current discussion to map out the phenomenon
      3 / 12
    • The Discussion 1/2
      • Casual games
        • i.e Zuma, Diner Dash, Bejeweled, Solitaire, Minesweeper, Snake, Chess, Checkers…
        • Simple to learn and play, fast rewards, mainly non-violent themes…
        • Definitions by IGDA, CGA, GDC...
      • Casual gamers
        • Casual games have introduced new demographics
          • Special emphasis: women over 30
          • Also: lapsed gamers, elder people
          • Widest possible target audience
      4 / 12
    • Zuma Mystery Case Files Diner Dash Solitaire Snake Minesweeper Bejeweled Boggle Bookworm
    • The Discussion 2/2
      • Gaming and playing as casual
        • Motives for playing: stress relief, relaxation, distraction from pain, keeping mind sharp etc.
        • “ Anytime, anywhere”, short time bursts, on the breaks etc.
      • Other issues discussed
        • Business models, accessibility, production, innovation and other value-based issues
      6 / 12
    • Tentative Terminology
      • Casual IN games
        • The phenomenon, the discussion
      • Casual games
        • Ostensive meaning (those games there)
      • Casual game player
        • One that plays games that are called casual
      • Casual gamer
        • About player attitudes, investments, skills etc.
      • Casual gaming
        • Low level game culture, instrumental values for games
      • Casual playing
        • Casual play styles and habits (gameplay)
      7 / 12
    •  
    • Surveys and Casual Games
      • PopCap Games, Macrovision and RealNetworks casual games surveys:
        • Player demographics, motives, habits, time consumption, other interests…
        • Some results paradoxical
        • No distinction over the ones who play casual games and the ones who play casually (casual game players vs. casual gamers)
          • Surveys most likely reached only the hardcore end of casual gamers
          • No valid information about the phenomenon as whole
      9 / 12
    • Game Research and Casual
      • Business approach:
        • Commercial studies have interest on the buyer
          • Study on most active users
          • Conversion rates
      • Academic approach:
        • Wider phenomenon
          • Discussion as an indication
        • Academic approach needs more refined terminology
        • Difficult study cases:
          • Low interest
          • Low self-reflection of the player
          • Attitudes and playing habits are changing factors (per game, per person, per day?)
          • How to reach the casual gamers who lurk in the 98%?
      10 / 12
    • Conclusion and Discussion
      • The discussion varies
      • The phenomenon is evident
        • Discussion is indication of the problematic and dynamic meanings
      • Further studies should be based on more refined terminology
        • Distinction of: casual in games, casual games, casual game player, casual gamer casual playing and casual gaming
      • More to it? Need for expanded game experience model
        • The emphasis on gameplay experience is not sufficient for casual phenomenon
      • What is the phenomenon about anyway?
        • Is it stabile phenomenon?
        • Is it about the change of digital games cultures?
        • Is it about bridging the cap between digital games cultures and non-digital games cultures?
        • Or something else?
      11 / 12
    • Thank You! GameSpace http://gamelab.uta.fi/GameSpace Janne Paavilainen [email_address] Jussi Kuittinen [email_address] Annakaisa Kultima [email_address] Johannes Niemelä [email_address]