In reading this new book, the beginning has already caught my attention. With regard to the concept of flow, the graphs represented on page 6 as Figure 1.1 are ingeniously made. During conversations I’ve had with others about video games, upon asking them only a few simple questions, such as, “What is your favorite game?”, it would become evident on which side of the Hardcore/Casual Divide they would gravitate to. However, I also feel that individuals do not solely fit into one classification. For example, I fall on the hardcore side when it comes to platformers, enjoying the challenge each one brings, yet I consider myself more a casual fighting game player, not wanting to be restricted by comparatively strict tournament legislature.
I feel that even after looking through only two chapters of this book, it is more concentrated than the previous book. While video games did pop up in Play Matters, the topics covered were far more broad in scope, defining “play” and “games” in general. In this book, it’s scope is video games, and it analyzes topics that fall under this, including how the player views their avatar in different lenses, npc interactions and empathy going towards them, and general role-play. I am looking forward to what other topics Isbister will bring.