Casual Gameplay

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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.

Examples

Using the pattern

Diegetic Aspects

Interface Aspects

Narrative Aspects

Consequences

Relations

Can Instantiate

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

  1. Juul, J. (2010). A Casual Revolution - Reinventing Video Games and Their Players. MIT Press. ISBN 978-0-262-01337-6.