Amanita Design does it again with "Machinarium"

Labels: Casual Games
My name is Ulrich Tausend and I write on games for entertainment and education.

Labels: Casual Games

Labels: age, Casual Games, games, silver games
Since beginning of May I am working for remote control productions running their research department.
remote control productions is an independent, internationally active production house, with an emphasis on mediation, development and production of entertainment software and research services. With its extensive experience and far-reaching contacts, remote control productions acts as an important interface between developers, publishers, distributors and investors.It feels great to be here. The general focus of the company is very interesting with projects which try to do something new and/or have an positive impact on society or the video games business in mind. On top of that the company is very much involved in education, the local IGDA chapter, contacts to political institutions and the Verein für Videospielekultur (club for video games culture) on which I blogged here.
Up-to-Date in 30 minutesWhat do you think about it? And if you are interested, please request a free sample copy at my new email address: utausend [) r-control.com ;-)
Keeping an eye on current trends and affairs is an imperative for anyone concerned with the video games industry.
With the RCP-Newsletter, remote control productions are offering a compact overview on the latest trends and news as well as concise figures. Whilst we are tracking the international market very closely, our special focus lies on Germany. This not only provides our readers with detailed information about international happenings but also with insights into the German industry and current political developments.
Our newsletter summarises news items from more than 40 different sources, relevant to the games industry, in a short and clearly arranged way, thus giving you the advantage of having all relevant news at hand in only 30 minutes a week.
The sections of the newsletter are covering the following areas:The RCP newsletter is released once per week (48 times per year) in English and German language.
- Current Market Data: Software-Charts with sales figures, global hardware sales and company reports
- PC and Videogames: announcements of new titles worldwide on all platforms
- Online: news about digital distribution, social networking platforms and online games
- Companies: fusions, takeovers, openings, closings and partnerships
- Technology and Hardware: firmware updates, new middleware versions, technical innovations, licensing of engines
- Politics, Culture, Events and Education: political decisions and amendments, cultural events, changes in education, conferences and events
- Feature Recommendations: articles and blogs concerning current topics and trends
- Event-Calendar: the most important conferences and events of the next three months
Labels: Casual Games, RCP
2008 was a very busy but also very successful year for me.
Labels: Casual Games, consulting
I completed my diploma thesis and are waiting for my result. Right now I am preparing for my final exams. I will have completed my studies in March 2009. I will prepare a summary of my findings then.
Labels: Casual Games, Gender, Survey, thesis
As I wrote in another post we sold neodelight.com and all our sources to 7Seas Technologies.


Labels: Casual Games, neodelight
End of last year I conducted a survey on a casual games website (the German part of Zylom.com) and two Hardcore Games websites (Gamestar.de, Ingame.de).
In this blog I call the players from the casual games website casual gamers and the gamers from the hardcore games websites hardcore gamers.
I was very busy selling my own casual games company since the survey was online. Therefore I was only able to take a very brief look in a not statistically significant part of the data yet.
But this brief look already changed my view on the "most Casual Gamer will slowly become Hardcore Gamer" topic.
The typical argumentation line is the following:
Casual games are way easier to pick up than hardcore games and are therefore the natural starting point for most non gamers.
Through playing casual games these gamers will over time become more experienced with computer games (becoming computer game literate) and will then slowly migrate to the more sophisticated hardcore games.
But my data does not support this as the Casual Gamers are already playing since 16 years while the HC Gamers only play since 10.
Therefore if you only look at the years of experience with computer games, the Casual Games are ahead.
This speaks against a general trend of casual gamers migrating to become hardcore gamers the longer they play.
In my survey the hardcore gamers have an average age of roughly 20, while the average age of the casual gamers is a bit below 40.
Youngsters are considered to have much more time to play games than older people.
And you generally need more time to play hardcore games than casual games. So how about hardcore gamers becoming casual gamers when they get older?
I did not ask about it, so this one is pretty much open for speculation. But what do you think judging your friends and family?
To sum it up I don't think the years of experience are very important, but the age someone did play computer for the first time.
I think older persons are not as playful with new things like computers as kids are and therefore more easily frustrated and turning to the simple to learn casual games.
I my survey the hardcore gamers started playing with 10, the casual gamers with 20.
Labels: age, Casual Games, Survey, thesis
I am writing this in Hyderabad/India. Last week my two partners and me transferred our casual games assets to the Indian company 7Seas Technologies (press release, news coverage). Together with the brand "Neodelight" we sold our portal (www.neodelight.com), games as well as engine technology. Training the 7Seas team on our technology as well as business model was a very demanding and interesting task. I am really interested in how they will do with the combined potential of our technology and their man power.
Labels: Casual Games, neodelight
I conducted a qualitative online survey about computer playing habits for my diploma thesis in sociology. Several thousand gamers answered the survey on de.zylom.com, www.gamestar.de, www.ingame.de and couple of smaller sites.
Labels: Casual Games, thesis
When I was in Tampere this spring Frans Mäyrä presented a first glimpse of a massive quantitative study about gaming habits in Finland. The really great thing about their study is that it covers a pretty representative share of the Finnisch population and asks them about media usage and gaming habits. Therefore we don't just have answers from gamers but also from non gamers. The final report was published now and I find it really interesting.
During the last month 66 % of the respondents reported playing traditional games, 59 % money games, 31 % digital games and 4 % engrossment games (LARP).
Labels: Casual Games
The Casual Games Association has released their Casual Games Market Report 2007 . Would be interesting to get my hands on it as an article on it says that men play casual games as often as women which is different to the common believe that most casual gamers are women. Seems the men don't like to admit they play these "little" games.
Labels: Casual Games, Gender
I was mentioned in an article on by technology review:
"Do you think casual gamers will respond to these efforts to encourage them to form casual gaming communities? Considering the suggestion that they may be attracted to casual games because of less familiarity with computers, do you think they are likely to respond to offers to participate by creating user-generated content?"This was my answer:
Labels: Casual Games, Gender, user generated content
Good to see that Jesper Juul is taking on the casual games. He gave several speeches about the topic in the last days (The Sun Always Shines in Casual Games, How They Got Game).
Labels: Casual Games, Conference, definition
Using the term casual for people who play casual games for long hours and pretty excessively is kind of strange. This shows us that there are at least two aspects of the term casual which are often confused.
On the Gamers in Society Seminar in Tampere Jussi Kuittinen, Annakaisa Kultima, Johannes Niemelä and Janne Paavilainen from the Game Research Lab presented a paper proposing a stricter use of the term Casual-in-Games.
Find a blog entry on the presentation here and updated slides here.
Casual concerning the design characteristics of certain games which are typically called casual games (meaning games on popcap.com, pogo.com and so forth). These often feature general appeal, simple controls, fast rewards, possibility to play in short time bursts.
We could refer to this aspect by calling the games Casual Games, and the people playing them Casual Game Player.
Casual concerning the way someone is playing a game. This means playing any game (casual or hardcore) while not being focused on the activity and/or playing only for a short while. Is someone playing a certain game session just for fun without being afraid of loosing or with a more competitive attitude (example in an tourney including price money).
We could refer to this aspect by calling the activity casual playing.
A Casual Gamer would be someone who is playing in an casual manner (casual playing) or who has a generally casual approach to playing computer games as a hobby .
The casual/hardcore playing dimension stated here is compatible with my definition of casual/hardcore playing in this earlier post.
Problem is that it is still pretty hard not confuse the terms.
Could we come up with more sticky words for the different concepts. Any suggestions?
The game research lab will most likely hand out the paper to anyone requesting it (it is not published yet).
Labels: Casual Games, Conference, definition, thesis
I want to try to find theoretical based hypothesises which I can test in an quantitative study. Seems I am pretty alone with this approach. Almost all game researchers I know base their work much more on issues like systematic, rules, narration and use ethnographical and very qualitative ways to research the topic computer games. Why are harder theoretical theories which generate testable hypothesises like rational choice not being used? Is it because it so hard to measure game playing or game playing experience? Is it because the topic of gaming is so complex that if you use “strict” (and more compact ) theories that you can not approach them in an “as if” modelled approach.
I hope this is not the case. I was thinking about a framework which would integrate enough (but not to many) aspects gaming to be actually usable.
All of this is totally sketchy. But I had to get it on paper and out of my head.
The central point for the framework I came up with is “investment”.
To actually play a game a player has to do a certain investment. He will only pay this investment if he thinks it will pay off. Meaning that it would not be rational for him to do a similar investment into another activity (People familiar with rational choice will read the term marginal utility between the lines).
I broke down the investment into four different fields:
- Time
- Money
- Game Capital
- Social investment
Time: Time you are investing in a game session?
Money: Money your investing in a game session? Some would argue that time and money are actually interchangeable (meaning “time is money”). I will have to give that idea more thought.
Game Capital: Similar to Human Capital theory you are acquiring Game Capital which is your individual experience with (computer) games. A player will have to master using a mouse and the keyboard in a pretty decent way before he can play an FPS in any reasonable manner (my grandma can’t do that). When you are playing a game session you are automatically bringing your game capital with you. So you already have made this investment into your game capital long before you start the gaming session in question.
Social investment: There are many stereotypes surrounding playing computer games. Many people don’t want to be associated with these stereotypes. Imagine your grandma playing a violent game like Quake. For example most elder people and especially females seem to dislike violent games. Playing these games is not what they are supposed to do. It would not feel right for them to engage in an activity they (partly wrongly) associate with young males. Bridging this gap between the social norm of what you should do on one hand and what you actually do on the other is what is meant with social capital.
You can see the different investments as restrictions in an rational choice way. This is most obvious with the monetary restriction. If you do not have enough money to get your hands on a game you can not play it. If your game capital is not strong enough you will not play a certain game just for fun. But why would people then actually play games not just for fun.
This brings us to the aspect of user motivation. Somebody who just wants to relax a bit with playing a game will actually only enter a game session if he considers it rewarding – meaning having a positive ration of utility to investment. If somebody has the motive to compete he will take more risks concerning the ratio of utility and investments than someone just interested in relaxation. If your motive to play a game is to keep your mind sharp (many older people answer this in questionnaires) your utility will not be fun (at least not primarily) but the knowledge to do something which keeps you mentally fit. This could even explain why you would enter a game session which is actually not fun for you to play.
Some user motives:
You an break down Competition into
- Competing against someone else.
- Competing against the game rules.
- Competing against your self (Beating your own high score)
The different motives will lead to a different usage of the utility / investment ratio.
Such a sketched out theoretical framework would let you formulate a lot of hypothesises which you could then try to test.
A possible break point of the framework is that you would have to assign the motives certain investments. Sounds very subjective.
Again: These were just some loose thought which I wanted to formulate. I put them in the blog because I have not heard of a similar approach to playing games. The concept is not at all usable in the present state.
Labels: Casual Games, Survey
There are many possible approaches to define Casual and Hardcore playing. This is a more crisp one than used in my casual games and gender paper.
Level of 'hardcore' playing:
= Amount of effort invested into a game session.
Time: Time you are investing in a game session
Money: Money your investing in a game session
Game Capital: Similar to Human Capital theory you are acquiring Game Capital which is your individual experience with (computer) games. A player will have to master using a mouse and the keyboard in a pretty decent way before he can play an FPS in any reasonable manner (my grandma can’t do that). When you are playing a game session you are automatically bringing your game capital with you. So you already have made this investment into your game capital long before you start the gaming session in question.
Labels: Casual Games, definition
While we know that the demographics between hardcore and casual gamers differ (hc: mostly male/younger, cg: mostly female/older) it is not as clear why this is the case.
Casual / Hardcore games involve less/more "complicated game controls and overall complexity in terms of game play or investment required to get through the game" (or enjoy the game session as I would formulate it).I am thinking about good example sites to highlight aspects of the casual - hardcore games difference?
Labels: Casual Games, Gender, Survey
"University of Tampere Hypermedia Laboratory's Game Research Lab organizes a seminar on Gamers in Society. The two-day event consists of themed sessions that discuss the social and cultural aspects of gaming." I will be happy to attend. You find the program here:
Labels: Casual Games, Conference, Gender
Frans Mäyrä and Laura Ermi did a small but interesting survey about immersion in computer games You can download the text from Frans blog: http://www.uta.fi/~tlilma/ direct link to text.
'Summing up mean values of all the three component of gameplay immersion, Half Live 2 appears to be the overall strongest game in immersing its players. On the other end, the experience of playing The Sims 2 is apparently not felt as immersive. But it would be mistake to claim Half Life 2 to be a better game than the Sims 2 on this basis. It may well be that the more “casual” character of the Sims 2 gameplay is one of the reasons behind its appeal for these particular players. The Sims 2 was also the only one of the examined games with a notable amount of female respondents, but the relatively low evaluation of immersion is not relate to the gender of the informants, since females gave overall higher evaluation to the immersion in that game than men.'
"The concept (...) describes an optimal mental state where a person is complete occupied with a task that matches the person's skills, being neither too hard (leading to anxiety) or easy (leading to boredom)." (Jesper Juul: http://www.half-real.net/dictionary/#flow)Probably casual gamers are not as experienced with computer games and need easier - meaning casual - games to reach flow states.
Labels: Casual Games, Gender, Immersion
Right now I am working on my master thesis in sociology about the topic "Casual games and gender". As part of the preparation of the thesis I wrote a shorter (18pages) paper.
I would be very happy about comments or suggestions concerning the text or my future research. I plan to do conduct a quantitative survey on casual and hardcore game sites starting March or April 2007.
The German version was marked with an 1.3 which equals an A- in the US.Labels: Casual Games, Gender, thesis
I will be attending the CASUALITY Conference in Amsterdam 7-9.February 2007. You can expect all the top casual game developers, publishers and distributors from the US and Europe to be there.
Labels: Casual Games
Die Studie findet sich hier: http://www.spielplatz-deutschland.de/
Labels: Casual Games, Gender