A Casual Revolution: Reinventing Video Games and Their Players

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( 106 valoraciones por Goodreads )
 
9780262013376: A Casual Revolution: Reinventing Video Games and Their Players

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.

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About the Author:

Jesper Juul is Assistant Professor at the New York University Game Center. He is the author of Half-Real: Video Games between Real Rules and Fictional Worlds and A Casual Revolution: Reinventing Video Games and Their Players, both published by the MIT Press.

Review:

Jesper Juul's "A Casual Revolution" is a deftly argued and thoroughly researched recommendation.
-Jamin Brophy Warren, "Five Essential Books on Video Games". --The New Yorker

Crowds mobbed Nintendo's booth, clamoring to play it, rushing past the fancier Xbox and Playstation demonstrations. Jesper Juul's "A Casual Revolution" explains what happened, and why.
-Jonathan V. Last --Wall Street Journal

"A trenchant look at the rise of casual gaming."
-Keith Stuart --The Guardian Gamesblog

"A Casual Revolution is indispensable for summarising the current videogame industry, removing casual prejudices at every page."
-Robert Jackson --Leonardo

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

"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)

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Jesper Juul
Editorial: MIT Press Ltd, United States (2009)
ISBN 10: 0262013371 ISBN 13: 9780262013376
Nuevos Tapa dura Cantidad: 1
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Descripción MIT Press Ltd, United States, 2009. Hardback. Estado de conservación: New. Language: English . Brand New Book. 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. Nº de ref. de la librería AAU9780262013376

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Juul, Jesper
Editorial: The MIT Press (2009)
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Descripción The MIT Press, 2009. Estado de conservación: New. How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. Num Pages: 264 pages, 102 halftones, 7 line drawings, 2 tables. BIC Classification: PDR; UDX. Category: (G) General (US: Trade). Dimension: 229 x 152 x 12. Weight in Grams: 490. . 2009. Hardcover. . . . . . Nº de ref. de la librería V9780262013376

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Descripción MIT Press Ltd. Hardback. Estado de conservación: new. BRAND NEW, A Casual Revolution: Reinventing Video Games and Their Players, Jesper Juul, 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. Nº de ref. de la librería B9780262013376

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Jesper Juul
Editorial: MIT Press Ltd, United States (2009)
ISBN 10: 0262013371 ISBN 13: 9780262013376
Nuevos Tapa dura Cantidad: 1
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Descripción MIT Press Ltd, United States, 2009. Hardback. Estado de conservación: New. Language: English . Brand New Book. 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. Nº de ref. de la librería AAU9780262013376

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Descripción The MIT Press. Estado de conservación: New. How casual games like Guitar Hero, Bejeweled, and those for Nintendo Wii are expanding the audience for video games. Num Pages: 264 pages, 102 halftones, 7 line drawings, 2 tables. BIC Classification: PDR; UDX. Category: (G) General (US: Trade). Dimension: 229 x 152 x 12. Weight in Grams: 490. . 2009. Hardcover. . . . . Books ship from the US and Ireland. Nº de ref. de la librería V9780262013376

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Descripción The MIT Press, 2009. Hardcover. Estado de conservación: New. book. Nº de ref. de la librería 0262013371

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