Hypercasual and Hybrid-Casual Video Gaming
A Digital Leisure Perspective
Bibliographic Data
| ID | 6441356 |
|---|---|
| Authors | Anthony D Pizzo (0000-0002-0398-9358, La Salle University, corresponding author) |
| Year | 2023 |
| Volume | 47 |
| Issue | 6 |
| Pages | 1333-1352 |
| Publication date | 2023-05-12 |
| Peer Reviewed | Yes |
| Open Access | No |
| Type | ARTICLE |
| Venue | Leisure Sciences (JOURNAL) |
| Journal identifiers | ISSN: 0149-0400 • E-ISSN: 1521-0588 |
| Publisher | Taylor & Francis (PUBLISHER • GB) |
| DOI | 10.1080/01490400.2023.2211056 |
| OpenAlex | W4376277556 |
| Language | EN |
| Citations received | 12 |
| References cited | 54 |
The purpose of this article is to provide an overview of hypercasual and hybrid-casual video gaming and their influence on digital leisure. Existing sport and leisure scholarship on video gaming has focused primarily on competitive video gaming, namely esports. However, among the most popular competitive video games are simple and easy to play titles – hypercasual and hybrid-casual games. In this conceptual article, a digital leisure perspective is used to examine hypercasual and hybrid-casual gaming. To address the study’s purpose, the growth, gameplay, and consumption practices of hypercasual and hybrid-casual games are outlined. The current article supports that the intuitive nature and design of these games increases their appeal and adoption, particularly by those marginalized by the digital divide. Hypercasual and hybrid-casual video games reflect trends in digital leisure activities, including participant preferences favoring simplicity over sophistication, providing a novel perspective in contrast to increasingly complex forms of digital leisure
Advertising · Appeal · Business · Casual · Multimedia · Perspective (graphical · Political science · Social science · Sociology · Sociology of leisure · Sophistication · Video game · Artificial Intelligence · Computer Science · Digital Games and Media · Recreation, Leisure, Wilderness Management · Sports, Gender, and Society
Digital leisure as everyday life
From play to community
Idealised memories, identity continuity and micro-resistance
The digital superego at play
Sustainability
Switching channels
Playing Video Games is How I Unwind”
Esport Social Capital
The Role of Gaming Passion in Couples’ Romantic Relationships
Opening the Metaverse
Aging Playfully
Bridging esport, sport and leisure
Digitalization and its influence on business model innovation
The Digital Exclusion of Older Adults during the Covid-19 Pandemic
Technology Acceptance Model 3 and a Research Agenda on Interventions
Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology
Antecedents of esports gameplay intention
Improving the digital skills of older adults in a Covid-19 pandemic environment
What Is Second Screening? Exploring Motivations of Second Screen Use and Its Effect on Online Political Participation
Digital Leisure, the Internet and Popular Culture
Motivational, emotional, and behavioral correlates of fear of missing out
Serious Leisure
Between Pixels And Play
The mobile internet in the wild and every day
Conceptualizing E-leisure
What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture
Media-Based Leisure and Wellbeing
(Re-)thinking digital leisure
Landscapes of tension, tribalism and toxicity
Afterword
The (In)Visibility of Grandparents in Family Leisure Research
A hierarchical model of leisure constraints
I Like My Peeps”
Introduction to the Special Issue
Computer science meets digital leisure
The Nature of Leisure Revisited
Investigating the Relationships among Motivation, Negotiation, and Alpine Skiing Participation
What is eSports and why do people watch it
Casual leisure
Covid-19 and the accelerating smart home
Tusslers, Beatdowns, and Brothers
Hegemonic Masculinity
Women's Experiences in eSports
Leisure Time in Modern Societies
| Unique citing works | 12 |
|---|---|
| Citations per year | 6 |
| Citation span | 2024 - 2026 (3) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 11 |