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By Larissa Hjorth, Ingrid Richardson (auth.)

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Additional resources for Gaming in Social, Locative, and Mobile Media

Sample text

It is a revealing story, one that belies the more common interpretation of casual and ‘stupid’ gaming as trivial, time-wasting, an in-between activity with none of the stickiness and investment of console and PC games. Indeed, in many cases, and as evidenced by our own and others’ ethnographic research, casual players often describe themselves as ‘non-gamers’, are unable to accurately document how much time they actually spend playing, and are frequently surprised by the extent of their investment.

They are designed to push their way through the cracks of other occasions. We play with them incidentally, ambivalently, compulsively, almost accidentally. They’re less an activity in our day than a blank space in our day; less a pursuit than a distraction from other pursuits. You glance down to check your calendar and suddenly it’s 40 minutes later and there’s only one level left before you jump to the next stage, so you might as well just launch another bird. ) For Anderson, it is the affordances and app ecology of the iPhone, and consequent developments in touchscreen smartphones and competing operating systems, that have resulted in the exponential growth of stupid games.

Currently, Japan’s mobile gaming market is in transition as it tries to catch up to smartphone app ecologies—an ecology originating from i-mode. GREE and DeNA The Japanese gaming market is changing rapidly as users turn to mobile content through downloadable apps and in-app purchases. In this volatile environment, both GREE and DeNA have sought to gain market share in Japan and challenge mobile console giants Sony and Nintendo. 25)—for add-ons that enhance the game experience or bolster a player’s chance of winning.

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