Skip to main content

Casual games

  • Chapter
Contact!

Zusammenfassung

Bijna alle kinderen tussen 8 en 12 jaar spelen casual games: korte online spelletjes op spelletjesportals zoals Spele.nl, Funnygames.nl en Speeleiland. nl. Vaak spelen ze deze spelletjes in hun eentje, maar zeker niet altijd. Net als bij ‘gameboyen’ (tegenwoordig: ‘DSsen’) kun je kinderen bijvoorbeeld samen achter het scherm zien zitten. Maar ook de portals zélf kunnen sociale elementen bevatten.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

NOTEN

  1. 1 Bennallack, O. (2008). Casual Biz Models No. 1 – Retail Distribution. Casualgaming. biz. Verkregen 23 september 2009, van http://www.casualgaming.biz/news/27459/casual-biz-models-no1-retail-distribution.

  2. 2 Zylom Studios. (2009). Delicious - Emily’s Taste Of Fame. Zylom; PopCap Games. (2007). Peggle. PopCap Games; Bizarre Creations. (2003a). Geometry Wars: Retro Evolved. Microsoft Game Studios.

    Google Scholar 

  3. 3 Zylom Studios. (2009). Zie noot 2; PopCap Games. (2001). Bejeweled. PopCap Games; Pajitnov, A., & Gerasimov, V. (1984). Tetris. Nintendo.

    Google Scholar 

  4. 4 Atari Inc. (1972). Pong. Atari Inc.

    Google Scholar 

  5. 5 Pijpers, R. & Pardoen, J. (red). (2009). Next Level: Dossier over online spelletjes voor kinderen. Mijn Kind Online. Verkregen 10 september 2009, van www.mijnkindonline.nl.

  6. 6 Ryan, R.M., & Deci, E.L. (2000). Selfdetermination theory and the facilitation of intrinsic motivation, social development, and wellbeing. American psychologist, 55(1), 68–78.

    Article  CAS  PubMed  Google Scholar 

  7. 7 Verenikina, I. (2003). Understanding scaffolding and the ZPD in educational research. In Australian Association of Educational Research Conference, Auckland, New Zealand.

    Google Scholar 

  8. 8 Namco. (1980). Pac-Man. Namco.

    Google Scholar 

  9. 9 Bandura, A. (1997). Self-Efficacy in Changing Societies. Cambridge University Press; Ryan, R. M., & Deci, E. L. (2000). Selfdetermination theory and the facilitation of intrinsic motivation, social development, and wellbeing. American psychologist, 55(1), 68–78.

    Google Scholar 

  10. 10 Yee, N. (2006a). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772–775; Yee, N. (2006b). The demographics, motivations, and derived experiences of users of massively multiuser online graphical environments. PRESENCE: Teleoperators and Virtual Environments, 15(3), 309–329.

    Article  Google Scholar 

  11. 11 IO Interactive. (2007). Hitman (Series). Eidos Interactive; Canossa, A. (2005). Designing Levels for Enhanced Player Experience Cognitive tools for gameworld designers. IO Interactive/Denmark’s School of Design; Canossa, A. (2007). Weaving Experiences Values Modes Styels and Personas. IO Interactive/Denmark’s School of Design; Canossa, A. (2008). Towards a theory of Player: Designing for Experience. IO Interactive/Denmark’s School of Design; Canossa, A., & Drachen, A. (2009). Play-Personas: Behaviours and Belief Systems in User-Centred Game Design. IO Interactive/Denmark's School of Design.

    Google Scholar 

  12. 12 Fisher, S. (1995). The amusement arcade as a social space for adolescents: an empirical study. Journal of Adolescence, 18(1), 71–86; Ashcraft, B. (2009). Arcade Mania: The Turbo-charged World of Japan’s Game Centers. Kodansha International.

    Article  Google Scholar 

  13. 13 EgenfeldtNielsen, S. (2006). Overview of research on the educational use of video games. Digital kompetanse, 1(3), 184–213; EgenfeldtNielsen, S. (2005). Beyond Edutainment: Exploring the Educational Potential of Computer Games; Kebritchi, M., & Hirumi, A. (2008). Examining the pedagogical foundations of modern educational computer games. Computers & Education, 51(4), 1729–1743; Van Eck, R. (2006). Digital gamebased learning: It’s not just the digital natives who are restless. Educause Review, 41(2), 16.

    Google Scholar 

  14. 14 Gee, J.P. (2003). What Video Games Have to Teach Us About Learning and Literacy (1e ed.). Palgrave Macmillan; Prensky, M. (2006). Don’t Bother Me Mom-I’m Learning! Paragon House Publishers.

    Google Scholar 

  15. 15 Bogost, I. (2007). Persuasive Games: The Expressive Power of Videogames. The MIT Press.

    Google Scholar 

  16. 16 Deen, M. (2007). Versnelde Kennisontwikkeling in Games. Utrecht University; Shaffer, D.W. (2008). How Computer Games Help Children Learn. Palgrave Macmillan.

    Google Scholar 

  17. 17 Sihvonen, T. (2009). Players Unleashed! Modding the Sims and the Culture of G aming. University of Turku.

    Google Scholar 

  18. 18 Copier, M. (2007). Beyond the magic circle: A network perspective on role-play in online games. Utrecht University.

    Google Scholar 

Download references

Authors

Editor information

Jos de Haan Remco Pijpers

Rights and permissions

Reprints and permissions

Copyright information

© 2010 Bohn Stafleu van Loghum, onderdeel van Springer Uitgeverij

About this chapter

Cite this chapter

Deen, M., Korsman, N. (2010). Casual games. In: de Haan, J., Pijpers, R. (eds) Contact!. Bohn Stafleu van Loghum, Houten. https://doi.org/10.1007/978-90-313-7838-8_3

Download citation

  • DOI: https://doi.org/10.1007/978-90-313-7838-8_3

  • Publisher Name: Bohn Stafleu van Loghum, Houten

  • Print ISBN: 978-90-313-7837-1

  • Online ISBN: 978-90-313-7838-8

  • eBook Packages: Dutch language eBook collection

Publish with us

Policies and ethics