Not Signed-In
Which clippings match 'Casual Gaming' keyword pg.1 of 1
28 NOVEMBER 2014

Stuart Brown: the evolution of video game graphics

[1] Pixel Pioneers: A Brief History of Graphics, Part One;
[2] Sprite Supreme: A Brief History of Graphics, Part Two;
[3] Polygon Realm: A Brief History of Graphics, Part Three;
[4] Voodoo Bloom: A Brief History of Graphics, Part Four;
[5] Future Crisis: A Brief History of Graphics, Part Five.



3D games • arcade game • artificial life game • Asteroids (arcade space) • Battlezone (video game) • Borderlands (video game) • casual gaming • cell shading • chromatic aberration • cinematic effects • cinematic platformer • colour graphics • console game • Defender (video game) • Delta Force (video game) • Doom (video game) • Far Cry (video game) • first-person shooter • flat shading • flat shading polygons • FPS (games) • Galaxion (arcade space) • game mechanic • Gears of War • god game • Gouraud shading • GPU • Grand Theft Auto • graphics hardware • Guitar HeroHalf-Life (video game)history of video gamesindie gamesinteractive mediaisometric projection • Jet Set Radio • lens flare • Limbo (game) • Minecraft • motion blur • Myst (video game) • Night Trap (video game) • open worldPac-Man • pixels • platform game • playfield • polygon art • Prince of Persia (video game) • puzzle platformerQuakeraster image • ray casting • Ridge Racer (video game) • role-playing game (RPG)rotoscope animationRPG • Shadow of the Colossus • Space Invaders • sprite • sprite scaling • sprite sheet • Star Cruiser (video game) • Star Fox (video game) • Stuart Brown • Super Meat Boy • texture mapping • Tomb Raider (video game) • TronUnreal Engine 3vector graphics • video game graphics • video gamesvisual fidelityvisual trick • volumetric pixels • Voodoo (graphics card) • voxel • WiiWolfenstein 3D


Simon Perkins
29 MAY 2010

The Creative Industries KTN: the future of digital content

"This document has been created to help people understand the radical transformation digital content will have on the creative industries, and to provide businesses with outline areas of opportunity where innovation is most likely to occur.

In the past decade, digital content has become a part of everyday life for all. Yet the changes that will occur in the next 5–10 years will be profound. They have the power to alter the way we live, work, play, learn and help us to live longer, more fulfilling lives. These changes will substantially alter existing business models and markets.

Many historical innovations such as new recording formats, more powerful consoles and new advertising media were incremental. They changed formats and created new opportunities, but they did not alter the industrial landscape. The changes taking place now are paradigm shifts that challenge the value chain as a whole.

These changes represent huge opportunities, or threats if not understood. For games designers, it may mean the migration from console platforms to cloud based applications and casual gaming communities. For TV programmes it may mean the end of broadcast, where their content must be found and consumed on numerous devices. For publishers it may mean the migration to new consumption platforms that radically alter distribution channels. For industrial designers, it may mean the need to move from object creation to experience creation. For all it means the need to radically shift their thinking.

The following pages outline the key areas highlighted by a project that has engaged with hundreds of key stakeholders across the creative industries and technology industries seeking to map the landscape of the future of digital content."

(Kelechi Amadi, March 2010)



2010 • advertising media • Beacons for Innovation • broadcastingbusiness modelscasual gaming • casual gaming communities • cloud based applications • cloud computingconsoleconsumptionconsumption platformsconvergencecreative economycreative industriesCreative Industries Knowledge Transfer Networkdigital contentdistributioneconomic changeexperience creationformat • games consoles • historical innovations • industrial landscape • innovationKnowledge Transfer Networkknowledge-based economyKTNmarketsnew mediaold mediaparadigm shiftplatformsproduct designrecordingtechnology • technology industries • Technology Strategy Boardthe future of digital contenttransformation • TSB • TVUKvalue chain


Simon Perkins
18 JANUARY 2009

Indie games: audience not just authenticity

"Once upon a time, not long ago, it looked like bedroom coding was dead – at least as a commercial pursuit. The nineties brought in a growing obsession with detailed 3D visuals, requiring ever–larger teams of ever more specialised coders, artists and designers. And while an indie gaming scene continued to flourish online, the fruits of those labours were largely unseen and unappreciated by mainstream gamers.

But a lot has happened over the last three years. Vitally, Microsoft started trawling the indie scene for content to fill its Xbox Live Arcade service. Sony and Nintendo soon followed suit, resulting in the likes of Braid, World of Goo, Mutant Storm and Strong Bad's Cool Game for Attractive People becoming key downloadable releases. At the same time, the growing PC casual gaming scene, together with the arrival of the iPod and iPhone as fully–fledged gaming platforms, has built an audience that clamours for graphically simple puzzle and word games. In a sense, casual gaming has legitimised non–naturalistic, often 2D, visuals and intuitive gameplay, reclaiming videogame culture for the masses.

Bedroom coding is back."
(Keith Stuart, 6 January 2009, The Guardian)

[This represents a broadening of the rather narrow trajectory of hyper–realism that has preoccupied the games development industry since its adoption by computer science advocates. This departure can be seen as a strengthening of voices questioning the authority of modes of representation derived (seemingly unquestioningly) from a default Modernist position e.g. favouring authenticity and fidelity over audience and interpretation.]



3DanimationaudienceBraidcasual gamingcommunication designdesigndigital mediadistributiongameshyperrealismindie gamesinnovationinteractive narrativeiPhoneiPodlow-fimultimedia • Mutant Storm • non-naturalistic • publishingrealismSteam • Strong Bads Cool Game for Attractive People • World of Goo • Xbox Live Arcade


Simon Perkins
15 OCTOBER 2008

Casual Games SIG Whitepaper

Advergame: A web or downloadable game where the primary objective of building it is to deliver advertising messages, drive traffic to web sites, and build brand awareness.

Casual Games: Games that generally involve less complicated game controls and overall complexity in terms of gameplay or investment required to get through game.

Downloadable game: A “small file” game, typically less than 25MB, that is downloaded from a web site or peer–to–peer network and installed on a user’s computer, where it runs as a standalone executable with or without Internet access. The current business model dictates that these games often have a trial mode, with the option to purchase the full version for unlimited play. Examples of downloadable games can be found on almost every online gaming site or games channel on the major portals. This category does not include demos of video games or PC traditional large–format game titles that are primarily sold through retailers. This category does include titles that are primarily available for download, even if the game is additionally distributed on CD–ROM.

Hardcore, Core (Traditional) Games: Games developed for and delivered on a dedicated game console (set–top or handheld) as well as CD–ROM or DVD that generally involve more complicated game controls and overall complexity in terms of gameplay or investment required to get through game.

Skill game: A web game played in a tournament format, in which an entry fee is paid to compete and money or prizes are awarded to the most skilled player or players. Elements of luck have either been eliminated or greatly reduced in the game.

Web game: A game launched via a web page with no prior installation of software required. This category does not include games that are downloaded to the user’s hard–drive and run outside of the web–browser, but it does include games launched from a web page that might require/installation of a general or custom ActiveX control. Common examples of this are the Flash™, Shockwave™ and Java™ games found on thousands of websites, as well as C++ games delivered via a custom ActiveX control.
(International Game Developers Association)

[useful definitions related to casual games]



advergame • casual gamescasual gaming • downloadable game • games • IGDA • IGDAwiki • indie games • International Game Developers Association • SIGWhitepaper • skill game • web game • wiki


Simon Perkins

to Folksonomy

Can't access your account?

New to Folksonomy?

Sign-Up or learn more.