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One of three sites that came out of a conversation on Fred Wilson's avc.com post, Some thoughts on comments. This site was mentioned in the comments by Liad Shabado (twitter.com/L1AD) of http://www.doof.com/. Permalink to Liad's comment here: http://www.avc.com/a_vc/2010/04/some-random-thoughts-on-comments.html#comment-44746588
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The Casual segment of the games industry changes almost as rapidly as the Internet itself. Technology evolves, broadband usage increases and, every day, more and more people are playing and accessing and even playing their games online. Not only that, casual games are getting richer and more complex. The evolution in casual game design is finally taking its own path and leaving behind many design rules that applied to core video-games.
In this section, we will examine what it means to design games for the evolving casual games medium and its wide-ranging, international audience.
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One of three sites that came out of a conversation on Fred Wilson's avc.com post, Some thoughts on comments. This site was mentioned in the comments by Liad Shabado (twitter.com/L1AD) of http://www.doof.com/. Permalink to Liad's comment here: http://www.avc.com/a_vc/2010/04/some-random-thoughts-on-comments.html#comment-44746588
From this page, intro to Kim:
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Amy Jo Kim is a game/social/web designer known for bridging the divide between game and web design. She has designed software UIs, games, online communities, and wrote the seminal book Community Building for the Web way back in 2000. I have long admired her work, and I am grateful that she recently sat down for an interview on the basics of game mechanics and how they can be used in interaction design.
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Via Regine (WMMNA), an article in Wired Magazine by Clive Thompson, "Gamers Get Their Kicks From Dying."
He writes: "In 'The Psychophysiology of James Bond: Phasic Emotional Responses to Violent Video Game Events' -- published in this month's edition of the journal Emotion -- [Niklas] Ravaja [a scientist who has done pioneering research into the emotions of gamers as they play] reaches an amazingly counterintuitive conclusion: Gamers don't like shooting their opponents, but they're suffused with pleasure when they themselves are shot dead."
What's also interesting is that this presents some alternative evidence that one doesn't become desensitized to violence just because one plays violent online or computer games.
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I can't even count the number of ways I've died. Like most gamers, I've been slaughtered by AK-47-wielding terrorists, poisoned by eldritch spiders and blown up with alien frag grenades. I've also been impaled on medieval swords, ripped limb from limb by dinosaurs and impassively stomped by 20-story-tall, walking war machines that barely noticed my existence.
Yet here's the thing: It's possible that these deaths have been among my most enjoyable game experiences.
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This is the fascinating argument of a new paper by Niklas Ravaja, a scientist who has done pioneering research into the emotions of gamers as they play. In "The Psychophysiology of James Bond: Phasic Emotional Responses to Violent Video Game Events" -- published in this month's edition of the journal Emotion -- Ravaja reaches an amazingly counterintuitive conclusion: Gamers don't like shooting their opponents, but they're suffused with pleasure when they themselves are shot dead.
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