casual revolution(s) -- mimetic interface(s)

_ .. / common(s) / display(s) / create / art(s) / _ / .

  1. improved usability -- mimics real life activity
  2. ease of use -- but easier than real activity
  3. shift of focus -- to player space
  4. shift of focus -- allowing for social relations
return to player space -- success factor(s) of mimetic interface games

casual revolution

/ play / program(s) / math(s) / flow(s) / cycle(s)