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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
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Proceedings of the 12th ACM international conference on Ubiquitous computing
Critical review on video game evaluation heuristics: social games perspective
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Designing games for everyone: the expanded game experience model
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Playing webcomic-based game on facebook for learning Chinese festivals
Edutainment'11 Proceedings of the 6th international conference on E-learning and games, edutainment technologies
GrabApple: the design of a casual exergame
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Designing and evaluating casual health games for children and teenagers with cancer
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
The acute cognitive benefits of casual exergame play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Matchballs --- a multi-agent-system for ontology-based collaborative learning games
CRIWG'12 Proceedings of the 18th international conference on Collaboration and Technology
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LunchTime: a slow-casual game for long-term dietary behavior change
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Social Network Games: Players' Perspectives
Simulation and Gaming
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Digital games have become a remarkable cultural phenomenon in the last ten years. The casual games sector especially has been growing rapidly in the last few years. However, there is no clear view on what is "casual" in games cultures and the area has not previously been rigorously studied. In the discussions on casual games, "casual" is often taken to refer to the player, the game or the playing style, but other factors such as business models and accessibility are also considered as characteristic of "casual" in games. Views on casual vary and confusion over different meanings can lead to paradoxical readings, which is especially the case when "casual gamer" is taken to mean both "someone who plays casual games" and someone who "plays casually". In this article we will analyse the ongoing discussion by providing clarification of the different meanings of casual and a framework for an overall understanding of casual in the level of expanded game experience.