creative technology / new media
[] readme new(s) workshop(s) project(s) CA1 CA2 CA3 CA4 CA5 course(s) - creative exploration(s) / serious games / ethic(s) - resource(s) _ # @ !

talk show tell print

print / present / list / cycle(s)

casual-convention(s)

casual revolution(s) -- convention(s)

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

twinkle(s) / difference(s)

... rather, the knowledge of conventions -- including those of game mechanics, genre, and interfaces -- is an important aspect of the development and consumption of all games.

casual revolution

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


casual-design(s)

casual revolution(s) -- trend(s)

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

twinkle(s) / difference(s)

  • rules and goals must be clear.
  • players need to be able to quickly reach proficiency.
  • casual gameplay adapts to a players life and schedule.
  • game concepts borrow familiar content and theme(s) from life.

designing play for the gamer in all of us / reference(s)

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


casual-game(s)

casual revolution(s) -- game(s)

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

twinkle(s) / difference(s)

... in the short history of video games, casual games are something of a revolution, a cultural re-invention of what video games can be, a re-imagining of who can be a video game player.

casual revolution

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


casual-goal(s)

casual revolution(s) -- goal(s)

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

twinkle(s) / difference(s)


game(s) = goal orientation, experience(s), social event



casual revolution

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


casual-innovation(s)

casual revolution(s) -- innovation(s)

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

twinkle(s) / difference(s)

the casual revolution is a reinvention of both game(s) & player(s): casual game design is a genuine innovation in game design and a return to lessons long forgotten.



casual revolution

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


casual-instrument(s)

casual revolution(s) -- interaction instrument(s)

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

twinkle(s) / difference(s)

... interfaces are interaction instruments that mediate between the user and the domain objects the user wants to act on.

casual revolution

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


casual-interface(s)

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)


casual-machine(s)

casual revolution(s) -- stupid machine(s)

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

by now I do understand why some would not feel that pull.

I understand the frustration of not knowing which buttons to push, of being unfamiliar with the conventions on the screen, of being reluctant to invest hours, days, and weeks into playing this game, of being indifferent to the fiction of the game, of having a stupid machine tell you that you have failed, of being unable to fit a game into your life.

casual revolution(s)

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


casual-mimetic(s)

casual revolution(s) -- mimetic game(s)

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

twinkle(s) / difference(s)

mimetic games move the action to player space,

but many of them also encourage short game sessions,

played in a social context.

casual revolution

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


casual-norm(s)

casual revolution(s) -- norm(s)

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

twinkle(s) / difference(s)

to play video games has become the norm

to not play video games has become the exception

casual revolution

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


casual-play(s)

casual revolution(s) -- game(s)

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

twinkle(s) / difference(s)

  • casual = positive, pleasant, easy, interruptable, juicy, lenient
  • hardcore = opposite / inflexible & exclusive

casual revolution

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


casual-stereotype(s)

casual revolution(s) -- serious / game(s)

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

  • hardcore player -- who has a preference for science fiction, zombies and fantasy fiction, has played a large number of video games, will invest large amounts of time and resources toward playing video games, and enjoys difficult games.
  • casual player -- is the inverted image of the hardcore player, this player has a preference for positive and pleasant fiction, has played few video games, is willing to commit little time and resources toward playing video games, and dislikes difficult games. casual revolution

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


casual-trend(s)

casual revolution(s) -- trend(s)

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

twinkle(s) / difference(s)

  • mimetic interface(s) -- action mimics activity (*)
  • online downloadable -- conveniently accessible

(*) physical activity of the player mimics activity on the screen: Dance Dance Revolution, Guitar Hero, Rock Band

casual revolution

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



[] readme new(s) workshop(s) project(s) CA1 CA2 CA3 CA4 CA5 course(s) - creative exploration(s) / serious games / ethic(s) - resource(s) _ # @ !

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