print / present / list / cycle(s)
casual-convention(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

casual-design(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)

casual-game(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

casual-goal(s)
twinkle(s) / difference(s)
game(s) = goal orientation, experience(s), social event
casual revolution

casual-innovation(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

casual-instrument(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

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

casual-machine(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)

casual-mimetic(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

casual-norm(s)
twinkle(s) / difference(s)
to play video games has become the norm
to not play video games has become the exception
casual revolution

casual-play(s)
twinkle(s) / difference(s)
- casual = positive, pleasant, easy, interruptable, juicy, lenient
- hardcore = opposite / inflexible & exclusive
casual revolution

casual-stereotype(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

casual-trend(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
