Casual Games Discusssion

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    Casual Games Discusssion - Presentation Transcript

    1. Casual Games Discussion Kuittinen, Kultima, Niemelä and Paavilainen working paper
    2. 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
    3. 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
    4. 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
    5. Zuma Mystery Case Files Diner Dash Solitaire Snake Minesweeper Bejeweled Boggle Bookworm
    6. 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
    7. 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
    8.  
    9. 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
    10. 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
    11. 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
    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]

    + aakooaakoo, 3 years ago

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