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Casual game design values
This article examines the phenomenon of casual games and the underlying transformation of digital play which the rise of this particular segment of the games industry is exposing and proposes a framework ofcasual games design values. Expand
Casual games discussion
This article will analyse the ongoing discussion on casual games by providing clarification of the different meanings of casual and a framework for an overall understanding of casual in the level of expanded game experience. Expand
Defining Game Jam
An analysis of game jam descriptions and definitions in academic papers from 2006 to 2014 is presented and an advanced definition of game jams is proposed as a basis for future academic discussions and collaborations. Expand
Designing game idea generation games
According to workshop experiences and tentative results from a pilot study, idea generation games can be successful devices for creative work of game designers and feature special challenges which must be taken into consideration when designing such games. Expand
Dimensions of Hybrid in Playful Products
There is much room for future research in the field of hybrid play products, as in some cases the digital and material halves are intertwined to a synchronous experience, whereas in others they take turns. Expand
The organic nature of game ideation: game ideas arise from solitude and mature by bouncing
This paper presents the findings of the aforementioned interview study, based on the interviews of 23 Finnish game designers and game professionals responsible for new ideas from 8 different companies, and discusses the implications for the development of systematic approaches to game idea generation. Expand
Using the VNA Ideation Game at Global Game Jam
This study shows that the theme-tuned VNA variant performed best both in theme-related and interesting ideas, indicating that the method for coming up with new ideas matters. Expand
Game design research
Understanding game studies as design research potentially improves the understanding on game design and alleviates the bridging of the epistemic gap between the practice and academia. Expand
Game Design Praxiology
Designing games for everyone: the expanded game experience model
A theoretical framework that can be used for designing and understanding game experiences in their situated contexts is introduced and discussed, which illustrates the fact that the design process for casual games has become relevant for more than just casual games. Expand