According to the reading stereotypical casual gamers show preference for positive and pleasant fictions, is not willing to commit copious time and resources toward playing the game, has limited game knowledge, and dislikes difficult games. On the other end of the spectrum would be the hardcore players who represent the reverse bias. But after reading the chapter it is clear that the stereotypes of casual players is misleading because studies show that casual players are similar to hardcore players in respects to game knowledge, time investments, and attitude towards difficulty.

The interesting finding was when the article discussed ex-hardcore gamers. The studies showed that ex-hardcore players suited the stereotype of “casual player” more than causal players did. The ex-hardcore players would be those who started as young hardcore players during the rise of the video-gaming era. As they grow up they have the same taste in fiction but are unable to invest the same amount of time as they used to and so their attitude towards difficulty changes. If that is the case, is it more appropriate to label ex-hardcore players as casual players?

The article mentions targeting women and stereotypical casual players who enjoy pleasant fictions but what kind of games are gaming industries creating to hold onto ex-hardcore players, who better suit the stereotype of “casual player”?

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