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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.… (altro)
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Spending the winter of 2006–07 in New York City, I was beginning to lose count of the times I had heard the same story: somebody had taken their new Nintendo Wii video game system home to parents, grandparents, partner, none of whom had ever expressed any interest whatsoever in video games, and these non-players of video games had been enthralled by the physical activity of the simple sports games, had enjoyed themselves, and had even asked that the video game be brought along for the next gathering.
Citazioni
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Looking at the games commonly described as casual yields a clue in that these games allow us to have a meaningful play experience within a short time frame, but do not prevent us from spending more time on a game. More traditional hardcore design, on the other hand, requires a large time commitment in order to have a meaningful experience, but does not allow a meaningful expierence with a shorter commitment.
Expert gamers (synonym for gamers) play for the longer term rewards of competition and rankings, whereas casual gamers play for the shtorter-term rewards of beauty and distraction.
1. First you see or hear about a games fiction on the web, via the game´s packaging, or from another source, 2. Then you learn to play the game, depending on its usability, 3. Next you try to match the game with the time you have available, depending on its required time investment and its interuptibility, 4. Then you continue to play the game if it has the right level of difficulty, 5. And finally, you continue playing if oyu like the content, the graphics, and the general juiciness (positive feedback) of the game.
Ultime parole
Dati dalle informazioni generali inglesi.Modifica per tradurlo nella tua lingua.
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.