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Original Essays | September 30, 2014

Benjamin Parzybok: IMG A Brief History of Video Games Played by Mayors, Presidents, and Emperors



Brandon Bartlett, the fictional mayor of Portland in my novel Sherwood Nation, is addicted to playing video games. In a city he's all but lost... Continue »
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This title in other editions

A Casual Revolution: Reinventing Video Games and Their Players

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A Casual Revolution: Reinventing Video Games and Their Players Cover

 

Synopses & Reviews

Publisher Comments:

andlt;Pandgt;We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In andlt;Iandgt;A Casual Revolutionandlt;/Iandgt;, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed andlt;Iandgt; Pac-Man, Tetrisandlt;/Iandgt;, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.andlt;/Pandgt;

Synopsis:

andlt;Pandgt;How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games.andlt;/Pandgt;

Synopsis:

How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games.

Synopsis:

We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.

About the Author

Jesper Juul is Assistant Professor at the New York University Game Center. He is the author of Half-Real: Video Games between Real Rules and Fictional Worlds and A Casual Revolution: Reinventing Video Games and Their Players, both published by the MIT Press.

Product Details

ISBN:
9780262517393
Subtitle:
Reinventing Video Games and Their Players
Author:
Juul, Jesper
Author:
Massachusetts Institute of Technology
Publisher:
The MIT Press
Location:
Cambridge
Subject:
Video & Electronic
Subject:
Games-Video Games
Copyright:
Edition Description:
Trade paper
Series:
A Casual Revolution
Publication Date:
20120217
Binding:
Paperback
Grade Level:
from 17
Language:
English
Illustrations:
102 halftones, 7 line drawings, 2 tables
Pages:
264
Dimensions:
9 x 6 x 0.5 in

Related Subjects

Computers and Internet » Computers Reference » History and Society
Computers and Internet » Software Engineering » Game Design
Hobbies, Crafts, and Leisure » Games » Video Games
Reference » Science Reference » Technology

A Casual Revolution: Reinventing Video Games and Their Players Used Trade Paper
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Product details 264 pages MIT Press (MA) - English 9780262517393 Reviews:
"Synopsis" by , andlt;Pandgt;How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games.andlt;/Pandgt;
"Synopsis" by , How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games.
"Synopsis" by , We used to think that video games were mostly for young men, but with the success of the Nintendo Wii, and the proliferation of games in browsers, cell phone games, and social games video games changed changed fundamentally in the years from 2000 to 2010. These new casual games are now played by men and women, young and old. Players need not possess an intimate knowledge of video game history or devote weeks or months to play. At the same time, many players of casual games show a dedication and skill that is anything but casual. In A Casual Revolution, Jesper Juul describes this as a reinvention of video games, and of our image of video game players, and explores what this tells us about the players, the games, and their interaction. With this reinvention of video games, the game industry reconnects with a general audience. Many of today's casual game players once enjoyed Pac-Man, Tetris, and other early games, only to drop out when video games became more time-consuming and complex. Juul shows that it is only by understanding what a game requires of players, what players bring to a game, how the game industry works, and how video games have developed historically that we can understand what makes video games fun and why we choose to play (or not to play) them.
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