The Casual Revolution of... 1987 Making Adventure Games Accessible to the Masses
Mots-clés :
jeu d'aventure, révolution casual, accessibilité, histoire du jeu vidéoRésumé
At the turn of the 21st century, the video game industry became increasingly interested in catering to so-called "casual gamers”—that is players interested in easily accessible games requiring limited time, effort and expertise. In his book on the phenomenon, Jesper Juul (2010) has termed “Casual Revolution” the process that became particularly observable with the success of the broadly-reaching yet technically underwhelming Nintendo Wii console. If a revolution is the sudden disruption of an established state of affairs, this casual revolution should presuppose the existence of something like a “hardcore regime”. The book’s focus being on the revolution itself as well as casual game design, very little information is given on the status quo ante; only a general perception that video games used to be mostly designed for (and played by) dedicated young male fans.
Références
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