A Casual Revolution: Reinventing Video Games and Their Players

Author:   Jesper Juul (Associate Professor, The Royal Danish Academy of Fine Arts)
Publisher:   MIT Press Ltd
ISBN:  

9780262517393


Pages:   264
Publication Date:   10 February 2012
Recommended Age:   From 18 years
Format:   Paperback
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

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A Casual Revolution: Reinventing Video Games and Their Players


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Overview

How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. 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. Important Notice- The digital edition of this book is missing some of the images found in the physical edition. How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. 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. Important Notice- The digital edition of this book is missing some of the images found in the physical edition.

Full Product Details

Author:   Jesper Juul (Associate Professor, The Royal Danish Academy of Fine Arts)
Publisher:   MIT Press Ltd
Imprint:   MIT Press
Dimensions:   Width: 15.20cm , Height: 1.30cm , Length: 22.90cm
Weight:   0.363kg
ISBN:  

9780262517393


ISBN 10:   0262517396
Pages:   264
Publication Date:   10 February 2012
Recommended Age:   From 18 years
Audience:   General/trade ,  General
Format:   Paperback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

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Reviews

A Casual Revolution is a hard look at the unique characteristics of games outside of the hardcore. Juul pushes past the prejudice that casual games are somehow lesser experiences and presents a multifaceted view of 'casualness,' casual players and the non-trivial role of these deeply engaging games in our social and cultural lives. --Tracy Fullerton, Director, USC Game Innovation Lab, USC School of Cinematic Arts, Interactive Media Division ...[F]or anyone working in the games industry or studying games and their role in popular culture, A Casual Revolution is a succinct and indispensable summary of the current state of video games. -- Stewart Woods, Game Studies Let's start with the hype. A Casual Revolution is terrific. A succinct, informative, thoughtful examination of the forces that have been, as its subtitle says, reinventing video games and their players. Oh, and on top of all that, it's just plain fun to read. Tap-Repeatedly (5/5 stars)


...[F]or anyone working in the games industry or studying games and their role in popular culture, A Casual Revolution is a succinct and indispensable summary of the current state of video games. -- Stewart Woods Game Studies Let's start with the hype. A Casual Revolution is terrific. A succinct, informative, thoughtful examination of the forces that have been, as its subtitle says, reinventing video games and their players. Oh, and on top of all that, it's just plain fun to read. Tap-Repeatedly (5/5 stars)


Let's start with the hype. A Casual Revolution is terrific. A succinct, informative, thoughtful examination of the forces that have been, as its subtitle says, reinventing video games and their players. Oh, and on top of all that, it's just plain fun to read. Tap-Repeatedly (5/5 stars)


Author Information

Jesper Juul is Associate Professor in the School of Design at the Royal Danish Academy of Fine Arts. He is the author of Half-Real- Video Games between Real Rules and Fictional Worlds; A Casual Revolution- Reinventing Video Games and Their Players; and The Art of Failure- An Essay on the Pain of Playing Video Games, all published by the MIT Press.

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