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by Adam Penenberg, Brenda Gershkovitch, Jason Brown, Margaret Wallace and Michael Fergusson
Generally speaking, there's an assumption that casual games are a waste of time. What can playing a "meaningless" Facebook game for a few minutes really accomplish, anyways? Do I really need to "rescue" another "sheep"? Another point of view is that they're a little bit sinister, manipulating you into emptying your wallet, or giving up personal information. But perhaps both positions are missing the point. This new genre we call "Casual Social Games" represents a fascinating opportunity to better understand our own behavior, and to direct it, intentionally, for our own benefit, and for the greater good of society.
LEVEL: Intermediate
by Gary Goldberger, Kristy Bowden, Scot Osterweil and Ward Tisdale
Since 1990, 33 new countries have been created. Since 1990, my 7th grade history textbook has been revised...twice.
Not only are casual games, like Bejeweled and Farmville, the fastest growing segment of the game market, but casual games are also less expensive to develop, easier to distribute, and take less time to get to market. And they can teach.
This panel will bring together game developers and game education academics to talk about how the future of education depends on casual games. We will focus on game theory and casual game design, research and evaluation of games and learning, and successful public/private partnerships.
LEVEL: Intermediate
by Greg Zeschuk, Laralyn McWilliams, Mark Spenner, Ryan Schneider and Tony Mora
The casual games market explosion was among 2010's top tech stories. How will the space evolve? Some of the console video games industry's biggest developers and publishers have started creating casual games of their own. Others have integrated social media features in their console games. Come learn how both games worlds are colliding.