Casual games Casual games are designed for ease of accessibility, simple to understand gameplay and quick to grasp rule sets, and aimed at mass market audience, as opposed to a hardcore game. They frequently support the ability to jump in and out of play on demand, such as during commuting or lunch breaks. Numerous browser and mobile games fall into the casual game area, and casual games often are from genres with low intensity game elements such as match three, hidden object, time management, and puzzle games. Causal games frequently use social-network game mechanics, where players can enlist the help of friends on their social media networks for extra turns or moves each day. Popular casual games include Tetris and Candy Crush Saga. More recent, starting in the late 2010s, are hyper-casual games which use even more simplistic rules for short but infinitely replayable games, such as Flappy Bird. Educational games Education software has been used in homes and classrooms to help teach children and students, and video games have been similarly adapted for these reasons, all designed to provide a form of interactivity and entertainment tied to game design elements. There are a variety of differences in their designs and how they educate the user. These are broadly split between edutainment games that tend to focus on the entertainment value and rote learning but are unlikely to engage in critical thinking, and educational video games that are geared towards problem solving through motivation and positive reinforcement while downplaying the entertainment value. Examples of educational games include The Oregon Trail and the Carmen Sandiego series. Further, games not initially developed for educational purposes have found their way into the classroom after release, often those that feature open worlds or virtual sandboxes , such as Minecraft . Serious games Microsoft Flight Simulator is an example of a serious game. Further extending from educational games, serious games are those where the entertainment factor may be augmented, overshadowed, or even eliminated by other purposes for the game. Game design is used to reinforce the non-entertainment purpose of the game, such as using video game technology for the game's interactive world, or gamification for reinforcement training. Educational games are a form of serious games, but other types of serious games include fitness games that incorporate significant physical exercise to help keep the player fit (such as Wii Fit), flight simulators that simulate piloting commercial and military aircraft (such as Microsoft Flight Simulator), advergames that are built around the advertising of a product (such as Pepsiman), and newsgames aimed at conveying a specific advocacy message (such as NarcoGuerra). Art game Though video games have been considered an art form on their own, games may be developed to try to purposely communicate a story or message, using the medium as a work of art. These art or arthouse games are designed to generate emotion and empathy from the player by challenging societal norms and offering critique through the interactivity of the video game medium. They may not have any type of win condition and are designed to let the player explore through the game world and scenarios. Most art games are indie games in nature, designed based on personal experiences or stories through a single developer or small team. Examples of art games include Passage, Flower, and That Dragon, Cancer.Holmes, Tiffany. Arcade Classics Span Art? Current Trends in the Art Game Genre . Melbourne DAC 2003. 2003.
Casual games Casual games are designed for ease of accessibility, simple to understand gameplay and quick to grasp rule sets, and aimed at mass market audience, as opposed to a hardcore game. They frequently support the ability to jump in and out of play on demand, such as during commuting or lunch breaks. Numerous browser and mobile games fall into the casual game area, and casual games often are from genres with low intensity game elements such as match three, hidden object, time management, and puzzle games. Causal games frequently use social-network game mechanics, where players can enlist the help of friends on their social media networks for extra turns or moves each day. Popular casual games include Tetris and Candy Crush Saga. More recent, starting in the late 2010s, are hyper-casual games which use even more simplistic rules for short but infinitely replayable games, such as Flappy Bird. Educational games Education software has been used in homes and classrooms to help teach children and students, and video games have been similarly adapted for these reasons, all designed to provide a form of interactivity and entertainment tied to game design elements. There are a variety of differences in their designs and how they educate the user. These are broadly split between edutainment games that tend to focus on the entertainment value and rote learning but are unlikely to engage in critical thinking, and educational video games that are geared towards problem solving through motivation and positive reinforcement while downplaying the entertainment value. Examples of educational games include The Oregon Trail and the Carmen Sandiego series. Further, games not initially developed for educational purposes have found their way into the classroom after release, such as that feature open worlds or virtual sandboxes like Minecraft, or offer critical thinking skills through puzzle video games like SpaceChem . Serious games Microsoft Flight Simulator is an example of a serious game. Further extending from educational games, serious games are those where the entertainment factor may be augmented, overshadowed, or even eliminated by other purposes for the game. Game design is used to reinforce the non-entertainment purpose of the game, such as using video game technology for the game's interactive world, or gamification for reinforcement training. Educational games are a form of serious games, but other types of serious games include fitness games that incorporate significant physical exercise to help keep the player fit (such as Wii Fit), flight simulators that simulate piloting commercial and military aircraft (such as Microsoft Flight Simulator), advergames that are built around the advertising of a product (such as Pepsiman), and newsgames aimed at conveying a specific advocacy message (such as NarcoGuerra). Art game Though video games have been considered an art form on their own, games may be developed to try to purposely communicate a story or message, using the medium as a work of art. These art or arthouse games are designed to generate emotion and empathy from the player by challenging societal norms and offering critique through the interactivity of the video game medium. They may not have any type of win condition and are designed to let the player explore through the game world and scenarios. Most art games are indie games in nature, designed based on personal experiences or stories through a single developer or small team. Examples of art games include Passage, Flower, and That Dragon, Cancer.Holmes, Tiffany. Arcade Classics Span Art? Current Trends in the Art Game Genre . Melbourne DAC 2003. 2003.
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