[casual_games] Table of Contents for 2008 Casual Games White Paper

Dave Rohrl universedave at gmail.com
Mon Nov 5 23:52:58 EST 2007


Hi all!

Thanks to the many folks who have volunteered to help write and edit the
2008 IGDA Casual Games White Paper. We have a great group of about 15
volunteers so far and I am very much looking for to working with you and
those who will join us in creating this great community resource.

The next step in geting the white paper rolling is to finalize the table of
contents. The White Paper has used more or less the same table of contents
since it was created in 2001 by the Online Games SIG. As part of my effort
to bring the white paper in line with the current rich, diverse casual games
ecosystem, I propose that we switch to the outline below (which is focused
around various product categories in the casual space).

I would love to get feedback from the community here on the list or on the
Wiki page I have set up at
http://www.igda.org/wiki/Casual_Games_SIG/2008_Whitepaper/ToC. I will
finalize the table of contents by November 15 so we can get going with
creating this year's content.

Please don't hesitate to contact me on or off list (at
universedave at gmail.com) with any feedback on the white paper - past or
present - or to get involved with the creation or promotion of the 2008
White Paper. And thanks again to those who have already committed to make
the 2008 White Paper better than ever.

Sincerely yours,
Dave Rohrl
Independent Casual Game Producer/Designer/Consultant
universedave at gmail.com


*Understanding Casual Games*

- What is a Casual Game?
- The Casual Game Audience


- Established segments
- Emerging segments


- The Market for Casual Games


- Historical results
- The current situation
- Trends and the future


- Business Model Summary for Casual Games


- Historical results
- The current situation
- Trends and the future


- General Design Principles for Casual Games


- Game Design
- Interface Design
- Look and Feel


- Production and Development Issues for Casual Games
- Technology Issues for Casual Games


*Downloadable Try and Buy Games*

- Defining Downloadable Games


- Art History of Downloadable Games
- The Market and Audience for Downloadable Games


- North America
- Other Territories


- Business Models for Downloadable Games


- Traditional
- Alternative


- Specific Design Principles for Downloadable Games
- Funding Models for Downloadable Games
- A List of the Players in the Downloadable Game Space


*Advergames*

- Art History of Advergames
- The Market and Audience for Advergames
- Business Models for Advergames
- Specific Design Principles for Advergames
- Funding Models for Advergames
- A List of the Players in the Advergame Space


*Ad-Supported Games*

- Art History of Ad-Supported Games
- The Market and Audience for Ad-Supported Games


- Single Player
- Multiplayer/Community-based


- Business Models for Ad-Supported Games


- Traditional
- Alternative


- Specific Design Principles for Ad-Supported Games
- Funding Models for Ad-Supported Games
- A List of the Players in the Ad-Supported Game Space


*Casual MMO's*

- Art History of Casual MMO's
- The Market and Audience for Casual MMO's


- North America
- Other Territories


- Business Models for Casual MMO's
- Specific Design Principles for Casual MMO's
- Funding Models for Casual MMO's
- A List of the Players in the Casual MMO Space


*Console Downloads*

- Art History of Console Downloads
- The Market and Audience for Console Downloads
- Business Models for Console Downloads
- Specific Design Principles for Console Downloads
- Funding Models for Console Downloads
- A List of the Players in the Console Download Space


*Skill Games*

- Art History of Skill Games
- The Market and Audience for Skill Games


- North America
- Other Territories


- Business Models for Skill Games
- Specific Design Principles for Skill Games
- Funding Models for Skill Games
- A List of the Players in the Skill Game Space


*Derivative Products*

- Key Derivative Categories


- Mobile
- Retail
- Portable
- Console
- Slots/Gambling
- Mac


- Understanding the audience for derivative games
- Brief Summary of Business Models


- Mobile
- Retail
- Portable
- Console
- Slots/Gambling
- Mac
- Key Derivative Product Players (Licensees, Developers, etc.)
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