bookworm posts

Casually Speaking: Evolving the casual game


The term "casual" has been coined to define a genre of game that so-called "non-gamers" can play. These games typically have a number of elements in common:

1. Simple rules
-- the object of the game should be clear, with an easily-understood control scheme
2. Minimal time investment
-- levels should be short enough to be completed in one sitting, say, between 3 - 5 minutes
3. Minimal system requirements
-- the game shouldn't require the latest video card or esoteric browser plug-ins

If we examine one of the reigning kings of the casual game genre, PopCap Games' Bejeweled, we find all three of these elements. It's easy to understand, progress can be made quickly (even though there is no goal other than the accrual of points), and it's Flash-based, which most web browsers already support out of the gate. So on the surface, it's fairly easy to determine, at a glance, if a game fits within the casual template. However, while games like Bejeweled still abound, the genre as a whole has begun to mutate, requiring a redefinition of the label. We'll explore how and why after the jump.

Casual games can reduce stress, improve mood


A new study by Carmen Russoniello of East Carolina University, which will be debuting at the Games for Health Conference in Baltimore, looks at how casual games impact the moods and stress levels of people playing them. The study looks at players playing one of three games: Bookworm Adventures, Peggle, and Bejeweled 2 (all by PopCap, who commissioned the study).

The most interesting part is that each game affected the players in a different way. Bookworm made people much more relaxed, Peggle reduced mental tension, and Bejeweled increased "mental vigor" the most. They all, however, caused at least short-term relaxation and stress reduction. The study did not, however, measure long-term effects of playing these games.

[Via Newsweek]
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