Casual Game Design book cover

Casual Game Design

Designing Play for the Gamer in ALL of Us

From Windows Solitaire to Bejeweled to Wii Tennis, casual games have radically changed the landscape of games. By simplifying gameplay and providing quick but intense blasts of engaging play, casual games have drawn in huge new audiences of players. To entertain and engage the casual player, game designers must learn to think about what makes casual games work, from game mechanics to narrative content. Through the close examination of a number of casual games, you will learn how to inject the necessary game design elements into your casual games and give your designs the complexity and strategy they need to hook gamers. You will learn:

Game designers and developers.Secondary: students of game design. Level: All levels of game designers/developers.


Published: January 2010

Imprint: Morgan Kaufmann

ISBN: 978-0-12-374953-6


  • "Gregory Trefry defines the attributes for casual games in his book "Casual Game Design" as follows:

    - Rules and goals must be clear.

    - Players need to be able to quickly reach proficiency.

    - Casual game play adapts to a player’s life and schedule.

    - Game concepts borrow familiar content and themes from life.

    I believe he has made a good approach in trying to define common aspects in casual games…"


  • Table of Contents

    Introduction; What is Casual Gaming?; The Game Mechanic at Work; Play is the Thing; Matching; Sorting; Seeking; Managing; Hitting; Chaining; Constructing; Bouncing, Tossing, Rolling and Stacking; Socializing; Index


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