Defining Hardcore and Casual Gamers

I found it interesting that Juul starts by describing games as being casual or hardcore.  I disagree with this, in the matter that it is the players that are either hardcore or casual.  I do agree with some of the examples he gave as being “games for the rest of us,” which are even more common today.  These games include name brands or games from movies, but I don’t think we can categorize them as casual games.  Even if they are played mostly by casual players, it doesn’t mean that hardcore players might invest a lot of time into the game.  Juul then in facts shifts his focus to casual and hardcore players.  He quotes a line from Fils-Amie that I do not agree with, “casual players are not so interested in graphics and they desire quick fun.”  I think that this is a typical stereotype which Juul goes on to later disprove in the chapter.

Juul later goes on to describe interruptability, which  I think is really important in defining the difference between hardcore and casual players.  I have always thought of casual players as ones who can put the game down at any time and do something else.  They are people who enjoy the game, but are not deeply invested in how well they play it, unlike hardcore players.  A good example of a game that is for hardcore players in terms of interruptability is League of Legends.  Normal games can last anywhere from 20 to 90 minutes.  While playing, you have to offer your complete attention, or else your team will suffer.  There is not really a point where you can pause or stop playing to do something like check a text message or other activity.  League of Legends is not a game for casual players solely because of it is unable to be interrupted.  Juul has a graphic that shows that the phone is players’ number one distraction during games.  Hardcore players are the ones who can block out those distractions while gaming, even something simple like a text message.

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  1. Pingback: Interruptibility « Videogames in Critical Contexts

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