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	<title>Evo's PC Gaming Blog &#187; Casual Games</title>
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	<link>http://evo-gamer.com</link>
	<description>Chris 'Evo' Evans on PC Gaming....good bad or ugly I cover it!</description>
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		<title>Casual Games Reduce Stress</title>
		<link>http://evo-gamer.com/2008/04/casual-games-reduce-stress/</link>
		<comments>http://evo-gamer.com/2008/04/casual-games-reduce-stress/#comments</comments>
		<pubDate>Mon, 28 Apr 2008 13:45:34 +0000</pubDate>
		<dc:creator>Chris Evans</dc:creator>
				<category><![CDATA[General News]]></category>
		<category><![CDATA[Indie Games]]></category>
		<category><![CDATA[Casual Games]]></category>
		<category><![CDATA[PopCap]]></category>
		<category><![CDATA[studies]]></category>

		<guid isPermaLink="false">http://evo-gamer.com/?p=264</guid>
		<description><![CDATA[The East Carolina University has very recently published their findings into a 6-month randomized study into casual gaming. PopCap games such as Bejeweled 2 and Peggle were used in the study.
The study revealed that Bejeweled 2 reduced stress levels by 54% compared to that of the control group. Peggle and Bookworm Adventures did not actively [...]]]></description>
			<content:encoded><![CDATA[<p>The East Carolina University has very recently published their findings into a 6-month randomized study into casual gaming. PopCap games such as Bejeweled 2 and Peggle were used in the study.</p>
<p>The study revealed that Bejeweled 2 reduced stress levels by 54% compared to that of the control group. Peggle and Bookworm Adventures did not actively reduce stress levels, but did have a positive impact of other mood aspects of those people involved in the study.</p>
<p>The full press release from PopCap can be read after the jump. The results of the study are very interesting as it reveals that casual games are very benficial in reducing stress levels and in helping the gamer get in a better mood.</p>
<p>Perhaps it is these psychological benefits that are a reason behind the ever expanding numbers of casual gamers? It is very possible in my mind. </p>
<p><span id="more-264"></span></p>
<p><em>Casual Games Scientifically Proven to Relieve Stress</p>
<p>University Study Confirms Positive Health Benefits Of Casual Gaming</p>
<p>Dublin, Ireland – April 28, 2008 — East Carolina University reveals the results of a 6-month randomized, controlled study that confirms positive health benefits of so-called “casual” video games. The family-friendly puzzle / word games used in the study &#8211; Bejeweled 2, Peggle and Bookworm Adventures &#8211; are made by PopCap Games, whose customer surveys last year indicated similar casual gaming benefits. Additional study data, including detailed charts, can be found at www.ecu.edu/biofeedback.</p>
<p>ECU’s study yielded significant findings and identified potential therapeutic applications of casual games as a means of addressing serious mental and physical disorders. The study will be published in a peer-reviewed journal and full results will be presented at the Games For Health Conference by Dr. Caremen Russoniello, associate professor and director of the Psychophysiology and Biofeedback Center at ECU. He says:</p>
<p>“I’ve conducted many clinical studies in the area of recreational therapy in the past, but this was the first one seeking to determine the potential therapeutic value of video games. The results of this study are impressive and intriguing, given the extent of the effects of the games on subjects’ stress levels and overall mood. When coupled with the very high degree of confidence we have in those results based on the methodology and technologies used, I believe there is a wide range of therapeutic applications of casual games in mood-related disorders such as depression and in stress-related disorders including diabetes and cardiovascular disease. Granted, this study was a first step and much more needs to be done before video games can be prescribed to treat medical conditions. However, these exciting results confirm anecdotal evidence that people are playing casual video games to improve their mood and decrease their stress, and herald casual games’ potential in health promotion, disease prevention, and treatment of stress- and mood-related disorders.”</p>
<p>Bejeweled 2 was found to reduce stress activity by 54% compared to the control group. Peggle and Bookworm Adventures did not reduce subjects’ physical stress levels significantly but did affect psychological tension, depression and other aspects of mood, in some cases dramatically (see below).</p>
<p>Mood was measured in six different categories (broken out below). Cumulatively, these categories are called “total mood disturbance,” &#8211; a decrease in total mood disturbance being a positive change in mood. Peggle had the greatest affect, improving mood by 573% across all study subjects – with Bejeweled 2 at 435% and Bookworm Adventures at 303%.</p>
<p>1.       Psychological Tension</p>
<p>Peggle had the greatest affect, with study subjects who played that game averaging a 66% reduction in psychological tension.</p>
<p>2.       Anger</p>
<p>Bejeweled 2 and Peggle were shown to reduce anger by 65% and 63% respectively. Among female subjects, Peggle produced the greatest anger reduction (86%) while men experienced the greatest reduction of anger while playing Bejeweled 2 (63%).</p>
<p>3.       Depression</p>
<p>All three games had similar affects on depression, reducing depressions levels by 45% (Peggle), 43% (Bookworm Adventures) and 37% (Bejeweled 2). Dr. Russoniello says:</p>
<p>“If these games can reduce depression this significantly among a population of people who are not diagnosed with depression, the potential for positively affecting the mental state of someone who is in fact depressed is very significant.”</p>
<p>4.       Vigor</p>
<p>Bejeweled increased Vigor by an average of 210% among subjects who played that game.</p>
<p>5.       Fatigue</p>
<p>Peggle reduced fatigue by an average of 61% among subjects who played that game.</p>
<p>6.       Confusion</p>
<p>Subjects playing Peggle saw confusion drop by an average of 486%, while those playing Bookworm Adventures (462%) and Bejeweled 2 (426%) also experienced sizable reductions.</p>
<p>Study Methodology</p>
<p>The study was conducted between October 2007 and April 2008 and included a total of 134 subjects. </em></p>
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		<title>90% of Casual Gamers Support Ads for Free Play</title>
		<link>http://evo-gamer.com/2008/02/90-of-casual-gamers-support-ads-for-free-play/</link>
		<comments>http://evo-gamer.com/2008/02/90-of-casual-gamers-support-ads-for-free-play/#comments</comments>
		<pubDate>Thu, 07 Feb 2008 13:30:11 +0000</pubDate>
		<dc:creator>Chris Evans</dc:creator>
				<category><![CDATA[General News]]></category>
		<category><![CDATA[Industry News]]></category>
		<category><![CDATA[Casual Games]]></category>

		<guid isPermaLink="false">http://evo-gamer.com/2008/02/07/90-of-casual-gamers-support-ads-for-free-play/</guid>
		<description><![CDATA[It seems that Casual Gamers are supportive of in-game advertising if they get to play for free. A survey by RealNetworks reveals that in a survey of 1500 RealGames gamers almost 90% said they were willing to watch video ads before and during game breaks so as to play for free. Furthermore the survey reveals [...]]]></description>
			<content:encoded><![CDATA[<p>It seems that Casual Gamers are supportive of in-game advertising if they get to play for free. A survey by <a href="http://www.realnetworks.com/company/press/releases/2008/cc_ad_survey.html" target=new>RealNetworks</a> reveals that in a survey of 1500 RealGames gamers almost 90% said they were willing to watch video ads before and during game breaks so as to play for free. Furthermore the survey reveals that 34% of those involved said they clicked on in-game adverts to learn more about the product or service.</p>
<p>The survey also showed that over 80% of respondents were female and of this 65% were in the 35-64 age range, considered the key demographic in casual gaming.</p>
<blockquote><p><strong>Players Will Watch In-Game Streaming Video Ads for Free Game Play (90 percent)</strong></p>
<p>- 	More than half, or 55 percent, of survey respondents said that they would watch any ad regardless of the topic.</p>
<p>- 	An additional third, or 34 percent, said they would prefer to watch ads that are relevant to their needs.<br />
<strong><br />
Casual Game Players Actually &#8220;Like&#8221; the Video Ads<br />
	</strong><br />
- 	Nearly a third, or 31 percent, of game players surveyed say they actually &#8220;like&#8221; watching the video ads for various reasons, including the relevance of the ads to their needs and the short break from game play that the ads provide.</p></blockquote>
<p>This kind of information must be encouraging for companies such as EA who are moving into the casual games market with ad-supported games.</p>
<p>[<a href="http://www.realnetworks.com/company/press/releases/2008/cc_ad_survey.html" target=new>RealNetworks</a> via <a href="http://www.gamasutra.com/php-bin/news_index.php?story=17251" target=new>GamaSutra.</a>]</p>
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