02427nam 2200601Ia 450 991081490620332120240416213513.00-262-28580-01-282-69458-897866126945850-262-25896-X(CKB)2560000000007133(SSID)ssj0000335590(PQKBManifestationID)11241236(PQKBTitleCode)TC0000335590(PQKBWorkID)10273660(PQKB)10536656(MiAaPQ)EBC3339093(Au-PeEL)EBL3339093(CaPaEBR)ebr10347250(CaONFJC)MIL269458(OCoLC)939263756(EXLCZ)99256000000000713320090303d2009 uy 0engurcn|||||||||txtccrA casual revolution reinventing video games and their players /Jesper Juul1st ed.Cambridge, MA MIT Press2009viii, 252 pages illustrationsBibliographic Level Mode of Issuance: Monograph0-262-51739-6 0-262-01337-1 Includes bibliographical references and index.Intro -- Contents -- Acknowledgments -- 1 A Casual Revolution -- 2 What Is Casual? -- 3 All the Games You Played Before -- 4 Innovations and Clones: The Gradual Evolution of Downloadable Casual Games -- 5 Return to Player Space: The Success of Mimetic Interface Games -- 6 Social Meaning and Social Goals -- 7 Casual Play in a Hardcore Game -- 8 Players, Developers, and the Future of Video Games -- Appendix A: Player Survey -- Appendix B: Player Stories -- Appendix C: Developer Interviews -- Notes -- References -- Index.How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games.Video gamesPsychological aspectsVideo gamersPsychologyVideo gamesPsychological aspects.Video gamersPsychology.794.8Juul Jesper1970-1624161MiAaPQMiAaPQMiAaPQhttps://ebookcentral.proquest.com/lib/queen-ebooks/detail.action?docID=3339093BOOK9910814906203321A casual revolution3959004UNINA