Article:
Post-casual Play: Affect, Demand and Labour in Digital Gaming

dc.creatorLeorke, Dale
dc.date.accessioned2024-03-01T11:37:16Z
dc.date.available2024-03-01T11:37:16Z
dc.date.issued2021
dc.description.abstractThis article examines the concepts of “casual” and “hardcore” games in order to complicate the distinctiveness of these categories. While casual games have become a significant boon to the games industry, radically reconfiguring the composition of its audience, financial models and aesthetics, hardcore approaches to play are increasingly evident in games typically designated as “casual”. Meanwhile games targeted at a hardcore audience of players are integrating features that enable them to be played casually. In light of these concomitant developments I introduce the notion of “post-casual” to describe how game design and gaming cultures are able to draw on both casual and hardcore elements with very little conflict or friction between these seemingly opposing notions. The article will examine and discuss the game design and player cultures of several AAA “hardcore” games, such as Xenoblade Chronicles 2, and popular “casual” games such as Pokémon GO, in order to map the confluences that have emerged. I draw on existing interview data, game analysis, and from formal and informal reviews of games conducted in online press and com- munities. This data suggests three emerging trajectories within post- casual play: “fluid play”, “background play” and “extreme play” that together point towards the post-casualisation of digital games.en
dc.identifier.doi10.14361/dcs-2021-0105
dc.identifier.doihttp://dx.doi.org/10.25969/mediarep/21881
dc.identifier.urihttps://www.degruyter.com/document/doi/10.14361/dcs-2021-0105/html
dc.identifier.urihttps://mediarep.org/handle/doc/23204
dc.languageeng
dc.publishertranscript
dc.publisher.placeBielefeld
dc.relation.isPartOfissn:2364-2114
dc.relation.ispartofseriesDigital Culture & Society
dc.rightsCreative Commons Attribution Non Commercial No Derivatives 4.0 Generic
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0
dc.subjectcasual gamesen
dc.subjecthardcore gamesen
dc.subjectpost-casual gamesen
dc.subjectgame designen
dc.subjectplayer experiencesen
dc.subject.ddcddc:700
dc.subject.ddcddc:300
dc.titlePost-casual Play: Affect, Demand and Labour in Digital Gamingen
dc.typearticle
dc.type.statuspublishedVersion
dspace.entity.typeArticle
local.coverpage2024-03-02T02:41:34
local.source.epage72
local.source.issue1
local.source.issueTitlePlayful Work
local.source.spage53
local.source.volume7

Files

Original bundle
Now showing 1 - 1 of 1
No Thumbnail Available
Name:
DCS_2021_7-1_53-72_Post-casual_Leorke_.pdf
Size:
438.25 KB
Format:
Adobe Portable Document Format
Description:
Original PDF with additional cover page.