Dados Bibliográficos

AUTOR(ES) M.R. Johnson
AFILIAÇÃO(ÕES) Department of Computing, Goldsmiths College, University of London, London, United Kingdom
ANO 2019
TIPO Artigo
PERIÓDICO Games and Culture
ISSN 1555-4120
E-ISSN 1555-4139
EDITORA Sage Publications
DOI 10.1177/1555412018790423
ADICIONADO EM 2025-08-18
MD5 30c7352160890a38b9219fb442cd2c03

Resumo

This article examines 'paper puzzle games'—crosswords, Sudoku, Kakuro, word searches, and so forth—in order to historicize and contextualize 'casual games,' complicate our notions of 'casual' play, and open up paper puzzle games to game studies consideration for the first time. The article begins by identifying the dearth of literature on paper puzzle games and offers an initial examination of these games through the lens of casual games, play, and players. It focuses on six traits in casual game design: appealing themes, ease of access, ease of learning, minimal required expertise, fast rewards, and temporal flexibility. It demonstrates that—from a perspective of mechanics, demographics, and contexts of play—paper puzzle games are excellent examples of casual games and therefore important to fully study. It also shows the complexity of paper puzzles as a topic in their own right, opening them up for future examination.

Ferramentas