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	<title>I am the economy. &#187; Casual</title>
	<atom:link href="http://www.iamtheeconomy.com/category/game-design/casual/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.iamtheeconomy.com</link>
	<description>Thoughts on game design and user interaction.</description>
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		<title>Checking in on the state of real-world games</title>
		<link>http://www.iamtheeconomy.com/2010/04/06/checking-in-on-the-state-of-real-world-games/</link>
		<comments>http://www.iamtheeconomy.com/2010/04/06/checking-in-on-the-state-of-real-world-games/#comments</comments>
		<pubDate>Wed, 07 Apr 2010 04:04:10 +0000</pubDate>
		<dc:creator>Gregory Trefry</dc:creator>
				<category><![CDATA[Big Games]]></category>
		<category><![CDATA[Casual]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Foursquare]]></category>
		<category><![CDATA[GPS]]></category>
		<category><![CDATA[Location-based]]></category>
		<category><![CDATA[MyTown]]></category>

		<guid isPermaLink="false">http://www.iamtheeconomy.com/?p=126</guid>
		<description><![CDATA[
I recently wrote a piece for the casual game website Gamezebo about MyTown and Foursquare and the state of real-world game mechanics.
Being there is playing there: Checking in on the emergence of location-based games 
Right now most of these games/services revolve around check-in mechanics.  And I can totally see why, check-ins are the atomic [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="" src="http://www.gamezebo.com/sites/default/files/imagecache/game_title_image/news/GPSgamingTitle.jpg" class="alignleft" width="150" height="150" /></p>
<p>I recently wrote a piece for the casual game website <a href="http://www.gamezebo.com">Gamezebo</a> about <a href="http://www.booyah.com/">MyTown</a> and <a href="http://foursquare.com/">Foursquare</a> and the state of real-world game mechanics.</p>
<p><a href="http://bit.ly/aX7sfc">Being there is playing there: Checking in on the emergence of location-based games</a> </p>
<p>Right now most of these games/services revolve around check-in mechanics.  And I can totally see why, check-ins are the atomic unit of location-based data&#8211;&#8221;I&#8217;m here.&#8221;  With Foursquare you simply raise your hand and state your location.  MyTown offers some further gameplay beyond your hand-raising with players collecting rent on properties they&#8217;ve visited.  They may seem overly simple, but these casual mechanics are what&#8217;s required to get the average player used to real-world gaming, easing them into more complex and demanding games.</p>
<p>Read <a href="http://bit.ly/aX7sfc">the whole article</a>.</p>
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		<title>Slides from Casual Game Design webinar for the IGDA</title>
		<link>http://www.iamtheeconomy.com/2010/04/01/slides-from-casual-game-design-webinar-for-the-igda/</link>
		<comments>http://www.iamtheeconomy.com/2010/04/01/slides-from-casual-game-design-webinar-for-the-igda/#comments</comments>
		<pubDate>Fri, 02 Apr 2010 04:12:38 +0000</pubDate>
		<dc:creator>Gregory Trefry</dc:creator>
				<category><![CDATA[Casual]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Presentations]]></category>
		<category><![CDATA[IGDA]]></category>
		<category><![CDATA[Slides]]></category>
		<category><![CDATA[Webinar]]></category>

		<guid isPermaLink="false">http://www.iamtheeconomy.com/?p=122</guid>
		<description><![CDATA[Casual Game Design: Designing Play for the Gamer in All of Us
View more presentations from Greg Trefry.

I recently gave an hour long webinar on casual game design for the International Game Developers Association.  The talk touched on some of the ground I cover in my book Casual Game Design.  I also gave a [...]]]></description>
			<content:encoded><![CDATA[<div style="width:425px" id="__ss_3617976"><strong style="display:block;margin:12px 0 4px"><a href="http://www.slideshare.net/gtrefry/casual-game-design-designing-play-for-the-gamer-in-all-of-us" title="Casual Game Design: Designing Play for the Gamer in All of Us">Casual Game Design: Designing Play for the Gamer in All of Us</a></strong><object width="425" height="355"><param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=casualgamewebinar-100401230453-phpapp01&#038;stripped_title=casual-game-design-designing-play-for-the-gamer-in-all-of-us" /><param name="allowFullScreen" value="true"/><param name="allowScriptAccess" value="always"/><embed src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=casualgamewebinar-100401230453-phpapp01&#038;stripped_title=casual-game-design-designing-play-for-the-gamer-in-all-of-us" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="355"></embed></object>
<div style="padding:5px 0 12px">View more <a href="http://www.slideshare.net/">presentations</a> from <a href="http://www.slideshare.net/gtrefry">Greg Trefry</a>.</div>
</div>
<p>I recently gave an hour long webinar on casual game design for the <a href="http://www.igda.org/">International Game Developers Association</a>.  The talk touched on some of the ground I cover in my book <a href="http://bit.ly/aFDxd7">Casual Game Design</a>.  I also gave a very brief analysis of some of the design decisions that informed our iPhone Gigaputt.  The slides provide a visual guide to the ideas illustrated in the talk (though they make much more sense with the audio).</p>
<p>Here&#8217;s a link to a recording of the webinar:<br />
<a href="http://bit.ly/cEB3aM">http://bit.ly/cEB3aM</a></p>
<p>In the presentation I try to define casual games and define some defining characteristics of casual play.  I also touch on the importance of developing a mental model to explain games before going into the process of being a game designer.  After laying this initial groundwork I look at some specific games  and the mechanics that comprise the gameplay.</p>
<p>Do you think the characteristics I&#8217;ve identified for casual games make sense?  Are there others?</p>
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		<title>Gigaputt on the iTunes Store</title>
		<link>http://www.iamtheeconomy.com/2010/03/24/gigaputt-on-the-itunes-store/</link>
		<comments>http://www.iamtheeconomy.com/2010/03/24/gigaputt-on-the-itunes-store/#comments</comments>
		<pubDate>Thu, 25 Mar 2010 04:15:51 +0000</pubDate>
		<dc:creator>Gregory Trefry</dc:creator>
				<category><![CDATA[Casual]]></category>
		<category><![CDATA[Gigantic Mechanic]]></category>
		<category><![CDATA[Gigaputt]]></category>
		<category><![CDATA[Golf]]></category>
		<category><![CDATA[GPS]]></category>
		<category><![CDATA[iTunes]]></category>

		<guid isPermaLink="false">http://www.iamtheeconomy.com/?p=109</guid>
		<description><![CDATA[
Gigaputt, our new golf game has been out for about a month now and has sold decently.  We were featured by Apple for a week, which boosted our sales 10 times over.  But as many app developers know, the iTunes Store is a giant haystack.  It&#8217;s worse than finding a needle in [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="" src="http://giganticmechanic.com/images/games_gigaputt.png" class="alignnone" width="560" height="190" /></p>
<p><a href="http://click.linksynergy.com/fs-bin/stat?id=X20mgBfxYMc&amp;offerid=146261&amp;type=3&amp;subid=0&amp;tmpid=1826&amp;RD_PARM1=http%253A%252F%252Fitunes.apple.com%252Fus%252Fapp%252Fgigaputt%252Fid355747853%253Fmt%253D8%2526uo%253D6%2526partnerId%253D30">Gigaputt</a>, our new golf game has been out for about a month now and has sold decently.  We were featured by Apple for a week, which boosted our sales 10 times over.  But as many app developers know, the iTunes Store is a giant haystack.  It&#8217;s worse than finding a needle in a haystack.  At least a needle is made of different material.  This is like finding a strand of hay in a haystack.  You can find the ones on top but finding ones in the middle, well that takes some real perseverance and digging.</p>
<p>Here&#8217;e the skinny on <a href="http://click.linksynergy.com/fs-bin/stat?id=X20mgBfxYMc&amp;offerid=146261&amp;type=3&amp;subid=0&amp;tmpid=1826&amp;RD_PARM1=http%253A%252F%252Fitunes.apple.com%252Fus%252Fapp%252Fgigaputt%252Fid355747853%253Fmt%253D8%2526uo%253D6%2526partnerId%253D30">Gigaputt</a>:</p>
<blockquote><p>With the flick of a button Gigaputt transforms your neighborhood into an exciting 3-hole mini-golf course, complete with popping manholes, treacherous fire hydrants, and giant coins.
</p></blockquote>
<p><img src="http://www.iamtheeconomy.com/wp-content/uploads/2010/03/screen3_aim.jpg" alt="" title="screen3_aim" width="320" height="460" class="aligncenter size-full wp-image-111" /></p>
<p>I plan to have a more detailed post-mortem on the design decisions behind Gigaputt available very soon.  But in the meantime check out the game.  The post-mortem will make a lot more sense if you&#8217;ve played!</p>
<p><a href="http://click.linksynergy.com/fs-bin/stat?id=X20mgBfxYMc&amp;offerid=146261&amp;type=3&amp;subid=0&amp;tmpid=1826&amp;RD_PARM1=http%253A%252F%252Fitunes.apple.com%252Fus%252Fapp%252Fgigaputt%252Fid355747853%253Fmt%253D8%2526uo%253D6%2526partnerId%253D30"><img src="http://www.iamtheeconomy.com/wp-content/uploads/2010/03/app-store-e1269489893268.png" alt="" title="app-store" width="150" height="49" class="alignleft size-full wp-image-110" /></a></p>
<p><br/></p>
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		<item>
		<title>The casual gamification of the world as investment opportunity</title>
		<link>http://www.iamtheeconomy.com/2010/01/21/the-casual-gamification-of-the-world-as-investment-opportunity/</link>
		<comments>http://www.iamtheeconomy.com/2010/01/21/the-casual-gamification-of-the-world-as-investment-opportunity/#comments</comments>
		<pubDate>Thu, 21 Jan 2010 21:21:05 +0000</pubDate>
		<dc:creator>Gregory Trefry</dc:creator>
				<category><![CDATA[Casual]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[ebay]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[LinkedIn]]></category>
		<category><![CDATA[venture capital]]></category>

		<guid isPermaLink="false">http://www.iamtheeconomy.com/?p=90</guid>
		<description><![CDATA[
Dean Takahashi had a good talk with a number of venture capitalists over at Venture Beat.  The most interesting point I thought came from Tim Chang who had this to say:
Gaming 3.0 is about leveraging game mechanics and models to re-invigorate other markets: humans are inherently geared towards addictive behaviors and biases that can [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="" src="http://venturebeat.com/wp-content/uploads/2010/01/gamesbeat1.jpg" class="alignnone" width="395" height="49" /></p>
<p>Dean Takahashi had a <a href="http://games.venturebeat.com/2010/01/14/venture-capitalists-are-bullish-on-the-future-of-game-funding/">good talk with a number of venture capitalists</a> over at Venture Beat.  The most interesting point I thought came from Tim Chang who had this to say:</p>
<blockquote><p>Gaming 3.0 is about leveraging game mechanics and models to re-invigorate other markets: humans are inherently geared towards addictive behaviors and biases that can be exploited through game mechanics like points, achievements, and leveling up. Gaming + Commerce = Swoopo. Gaming + Music = Red Octane, Harmonix. Gaming + Healthcare = Lumos Labs. Gaming + Local Search/LBS = FourSquare. I often joke that “gaming will rescue us all.”  I don’t mean that we all become hardcore WoW players, but that we can utilize game constructs to perhaps revive other industries which no longer monetize as effectively via macro-transaction or advertising.</p></blockquote>
<p>It&#8217;s definitely something I kept thinking about while writing <a href="http://www.amazon.com/Casual-Game-Design-Designing-Gamer/dp/0123749530/ref=sr_1_1?ie=UTF8&#038;s=books&#038;qid=1264108684&#038;sr=8-1">Casual Game Design</a>.  More and more I think the lessons of casual game will make a greater impact outside of the game industry than in it.   Now I wish I had chapters in the book looking at the &#8220;game&#8221; mechanics of things like collecting friends on <a href="http://www.facebook.com">Facebook</a> or bidding on <a href="http://www.ebay.com">eBay</a> auctions. </p>
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		<item>
		<title>Casual Game Design out in February (I hope).</title>
		<link>http://www.iamtheeconomy.com/2010/01/04/casual-game-design-out-in-february-i-hope/</link>
		<comments>http://www.iamtheeconomy.com/2010/01/04/casual-game-design-out-in-february-i-hope/#comments</comments>
		<pubDate>Tue, 05 Jan 2010 04:23:59 +0000</pubDate>
		<dc:creator>Gregory Trefry</dc:creator>
				<category><![CDATA[Casual]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[books]]></category>

		<guid isPermaLink="false">http://www.iamtheeconomy.com/?p=11</guid>
		<description><![CDATA[My book, Casual Game Design: Designing Play for the Gamer in All of Us is due out in February.  Quite a mouthful, I know.  The book lays out some basic frameworks for thinking about game design, then delves into the specific mechanics of a number of different casual games.  While I was writing it, I [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignleft size-medium wp-image-14" title="Book" src="http://www.iamtheeconomy.com/wp-content/uploads/2010/01/Book-242x300.png" alt="" width="242" height="300" />My book, <a href="http://www.amazon.com/Casual-Game-Design-Designing-Gamer/dp/0123749530/ref=sr_1_1?ie=UTF8&amp;s=books&amp;qid=1262664235&amp;sr=8-1">Casual Game Design: Designing Play for the Gamer in All of Us</a> is due out in February.  Quite a mouthful, I know.  The book lays out some basic frameworks for thinking about game design, then delves into the specific mechanics of a number of different casual games.  While I was writing it, I had E.M. Forster&#8217;s <a href="http://www.amazon.com/Aspects-Novel-E-M-Forster/dp/0156091801/ref=sr_1_1?ie=UTF8&amp;s=books&amp;qid=1262664451&amp;sr=1-1">Aspects of the Novel</a> in mind.  I&#8217;ve always admired the way he offered tools for thinking about the writing fiction by looking at specific choices and elements from novels good and bad.  It&#8217;s all about reading and appreciating.</p>
<p>When I sat down to write this book, I wanted to do something similar with games.  I won&#8217;t claim to match Forster&#8217;s wit or insight, but hopefully the book provides thought provoking analysis of game mechanics.  It&#8217;s all about playing games and then thinking about them&#8211;why they work, why they don&#8217;t.  Hopefully people will find it useful.  I know I found writing it enlightening&#8211;I got to spend months playing games and thinking about them, talking with other designers about games.  And really, there&#8217;s no better practice for a game designer than playing games and thinking about them.</p>
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