Difference between revisions of "Casual Gameplay"
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Revision as of 13:45, 15 May 2010
Games where gameplay is easy to begin, pauses, and end, without negatively affect any players' experience.
The book A Casual Revolution[1], discussed casual games and casual gamers in detail.
Contents
Examples
Using the pattern
Diegetic Aspects
Interface Aspects
Narrative Aspects
Consequences
Relations
Can Instantiate
Can Modulate
Can Be Instantiated By
Can Be Modulated By
Potentially Conflicting With
History
New pattern created in this wiki.
References
- ↑ Juul, J. (2010). A Casual Revolution - Reinventing Video Games and Their Players. MIT Press. ISBN 978-0-262-01337-6.