Water Cooler Games served as the web's primary forum for "videogames with an agenda" — coverage of the uses of video games in advertising, politics, education, and other everyday activities, outside the sphere of entertainment.
The site was maintained at watercoolergames.org from 2003-2009, where it was edited by myself and Gonzalo Frasca. It is now archived here in full.
I did an interview today about the recent AOL online games survey, which we discussed here on WCG. Gave my still nascent opinions about women and casual games.
In preparation for it, I did an informal survey among a group of mothers ages ~ 35 - 45, asking why they play these games. As I mentioned in the last post and comments, I maintain that casual games function much like these non-game activities:
Sylvie objected that knitting yields some kind of an end product, and thus isn't as "futile" an activity as Bejeweled. The more I think about it, the more appropriate I find the example of knitting. Knitting isn't really about making a sweater. It's about keeping your hands busy in a predictable, ordered way, that you can do informally and put down at a moment's notice. The sweater usually turns out crappy in the end anyway, or just never gets finished.
Magazine reading has a similar function. Reading Cosmo or Jane on the throne doesn't impart deep wisdom, but it does provide discrete, casually fungible insights. Readers Digest is such a popular bathroom read because it can be consumed in bits, then either remembered or forgotten. Of course, you are much more likely to discuss a beauty tip from Cosmo around the water cooler than your 5-level cascade in Bejeweled.
Doodling on the phone is something both men and women do. I'm not sure why we do it, but it seems to have something to do with occupying our hands absentmindedly. We may doodle when we are otherwise occupied because we normally experience a great deal of cognitive dissonance around creative expression (read more about this at the Anna Koren Graphology Center).
All of these activities seem to have one thing in common: they are structured, passive diversions that settle the mind more than they stimulate it. It can't be mere happenstance that so many successful casual games are designed in precisely the same fashion. Why does Super Collapse fail where Collapse succeeds? Because it is too complex; the game can no longer be played passively.
My informal survey seemed to show that women who play casual games play for the following reasons, in this order:
AOL reports that their highest game traffic comes in the evenings, consistent with gameplay after the parents put the kids in bed. Bedtime is either a blissful or trying end to an already trying day; it makes sense that zone out-style play would occur at this time.
I wonder if the function of the score in casual games isn't something akin to the function of the sweater in knitting. It's not so much about "winning" or "beating" a score as acknowledging an external organizing principle for the play activity. Once recognized, the score can be touted or disposed of, just as the sweater can be worn or thrown aside. It's not the output of the craft, it's the activity itself.
The reporter asked me a great question, one I couldn't answer. Why then are more women playing these games? Is this a social phenomenon or a gaming phenomenon, or both? Does it have to do with the different ways women and men decompress? Or the games they play? Does it have to do with other activities women perform on the computer or online? Or something else entirely?
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Pretty Girls for Nixon
Atari Hacks and Demakes
If You Follow Me...
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