Games & Culture 14(2): 107-118. * Note, Chess, Shira & Paul, Christopher A. served as guest editors for the “Special Issue on Casual Games.” Games & Culture 14 (2): 107-189.
Abstract: When we discuss games, as a culture, the games under discussion are often presumed almost always a “core” (or “hardcore”) games. However, video games are change rapidly. The market has been shifting for years with increased revenue and game play occurring in casual and mobile gaming. Revenue streams have are now flowing from digital distribution; the App Store and Google Play have continued to generate substantial industry revenue, which continues to grow. During this, efforts to study a broader category of games often end up reifying a division between casual and hardcore games, the effect of which is to lump players and play styles into specific categories. The politics of this terminology is not nothing – the way games are discussed in mass media, specialized journalism and academic writing, all affect who gets to play and how that player is portrayed. This article serves as an introduction to a special issue for the journal Games & Culture that considers the impact and importance of the casual market.
Book Chapter: Neko Atsume: Affective Play and Mobile Casual Gaming
Abstract: In this article, I consider the role of affect in the popular app game Neko Atsume. Neko Atsume is a “cat collector” game where players leave food and toys out for cats. The game’s success is strongly linked to its ability to deploy a kind of affect on players – it relies entirely on […]