2007
DOI: 10.1080/17493460601173366
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Swap Adjacent Gems to Make Sets of Three: A History of Matching Tile Games

Abstract: From sales figures and interviews, we know that many people outside the typical video game audience play small downloadable video games like Zuma, Diner Dash, or Bejeweled. Such small video games are known as casual games, and have unsuspectedly become a major industry during the last few years. However, video game studies have so far mostly focused on foundational issues ("what is a game") and on AAA games, big games purchased in stores. In this article, I try to remedy the situation by examining the historic… Show more

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Cited by 20 publications
(16 citation statements)
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“…For instance, one aspect of game design which was not prominent in students' games was the development of a ludic economy: the distribution of rewards and assets across the game space to sustain emergent structures of play. We draw here on Juul's (2001) distinction between two basic structures for games: 'that of emergence (a number of simple rules combining to form interesting variation) and that of progression (separate challenges presented serially)'. Throughout our study, the games have structures based on a progression model; in other words, they demonstrate a concept of (linear) narrative.…”
Section: Resultsmentioning
confidence: 99%
“…For instance, one aspect of game design which was not prominent in students' games was the development of a ludic economy: the distribution of rewards and assets across the game space to sustain emergent structures of play. We draw here on Juul's (2001) distinction between two basic structures for games: 'that of emergence (a number of simple rules combining to form interesting variation) and that of progression (separate challenges presented serially)'. Throughout our study, the games have structures based on a progression model; in other words, they demonstrate a concept of (linear) narrative.…”
Section: Resultsmentioning
confidence: 99%
“…Game Play Information: The game's play information coding categories were drafted and fine-tuned through multiple game play trials and by referencing existing game coding protocols. [38][39][40][41][42][43][44][45][46][47][48][49][50] The coding categories included: Primary Health Topic (adapted from the World Health Organization's International Classification of Diseases), 51 Level of Claimed Influence (this refers to the potential influence claimed by the game designers and developers, not their actual influence among players, which is reported by peer-reviewed publications), Internet Connectivity, Game Genre, Sound Presence, Information about Playable Game Characters, Game Perspective, Game Setting, Number of Players, Narrative Presence, Game Play Time, and Game Usability Evaluation. In terms of the criteria for a game's playability evaluation, we adopted the usability principles for videogame design 52 into a usability criteria chart of game play to evaluate each game by entering 1 to 3 for each criterion (1-Bad, 2-OK, and 3-Good).…”
Section: Methodsmentioning
confidence: 99%
“…Many games are built around or contain some form of story/narrative -this is the case for most first-person shooters and platform games, and all role-playing games, but arguably not for many other types of games, such as matching tile games like Tetris (Alexey Pajitnov 1984) or Bejeweled (PopCap 2007) [57]. (It should be noted that there is a debate about to what degree all games contain or constitute narrative, and some people would argue that Tetris is a game with narrative [58].)…”
Section: ) Narrative and Storytellingmentioning
confidence: 99%