Casual Revolution Case Study

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3. Jesper Juul View-Causal Revolution
Jesper is a game scholar in game studies. He is a renowned author of the books Half-Real, Casual Revolution and The Art of Failure (Jones, 2008). We will slightly discuss the book casual Revolution which explains the various evolution in the video games by focusing on both hardcore players and casual players. Hardcore players refer to individuals engage in a game for long hours to create experience while casual players refer to those who engage in a game for a short time but still gain meaningful experience.
Jesper established that many people did not engage in video games because of the amount of time one needed to play which best-suited hardcore players. The need for casual games developed so that it brings enjoyment for game lovers but do not have enough time to allocate for play. Casual players are willing to accord little resources and time for play compared to hardcore players.
There are an increasing number of casual players since it is becoming difficult for hardcore players to commit time and resources to the game. This is due to the increase in responsibilities and commitments. This is changing the dimension of casual players to acquire hard-coreness through experience though in short time than a longer time.
Casual games initially were a common phenomenon among women due to their
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Play station is a way of video gaming by the younger generation. We have seen different versions of the play stations being developed to meet the changing needs of children. However, we can observe that these play stations have led to a laziness among the children as it is addictive. This provides a negative influence of video games especially when the play is not controlled like in the case of children. Parents need to take an initiative to put some restrictions in how the children utilize these play stations. The Play is important though too much play is

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