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		<title><![CDATA[Kotaku: Casual Games]]></title>
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			<title><![CDATA[Kotaku: Casual Games]]></title>
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		<description><![CDATA[Kotaku posts tagged Casual Games]]></description>
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			<title><![CDATA[Looking for Some of That Facebook Money, L.A. Times Starts Hosting Casual Games on Website]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Looking for Some of That Facebook Money, &lt;em&gt;L.A. Times&lt;/em&gt; Starts Hosting Casual Games on Website" href="http://kotaku.com/casual-games/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">casualgames</span></a></div -->					<div><a title="Click here to read Looking for Some of That Facebook Money, &lt;em&gt;L.A. Times&lt;/em&gt; Starts Hosting Casual Games on Website" href="http://kotaku.com/5871399/looking-for-some-of-that-facebook-money-la-times-starts-hosting-casual-games-on-website" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Looking for Some of That Facebook Money, &lt;em&gt;L.A. Times&lt;/em&gt; Starts Hosting Casual Games on Website" alt="Click here to read Looking for Some of That Facebook Money, &lt;em&gt;L.A. Times&lt;/em&gt; Starts Hosting Casual Games on Website" src="http://cache.kotaku.com/assets/images/9/2011/12/small_f9e5af77c142baee1a2399563785e18c.png"/>
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				 Casual games make money. <em>The L.A. Times</em> needs money. So, the <em>L.A. Times</em> is adding casual games to its website. That seems to be the logic at work in a new partnership announced today between the newspaper and casual gaming company Arkadium, which makes Facebook games <em>Mahjongg Dimensions</em> and <em>Solitaire Heaven</em>.				<a href="http://kotaku.com/5871399/looking-for-some-of-that-facebook-money-la-times-starts-hosting-casual-games-on-website" title="Click here to read more about Looking for Some of That Facebook Money, L.A. Times Starts Hosting Casual Games on Website">More&nbsp;&raquo;</a>
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			<category><![CDATA[Casual Games]]></category>
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			<pubDate><![CDATA[Tue, 27 Dec 2011 18:30:00 EST]]></pubDate>
			<dc:creator><![CDATA[Evan Narcisse]]></dc:creator>
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			<title><![CDATA[This Year's Most Popular Facebook Game Wasn't Made By Zynga]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read This Year's Most Popular Facebook Game Wasn't Made By Zynga" href="http://kotaku.com/facebook/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">facebook</span></a></div -->					<div><a title="Click here to read This Year's Most Popular Facebook Game Wasn't Made By Zynga" href="http://kotaku.com/5870420/this-years-most-popular-facebook-game-wasnt-made-by-zynga" class="pp_image">
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				 Despite its tremendous impact on Facebook gaming, the most popular Facebook game of 2011 wasn't made by Zynga. They didn't make the second most popular either, according to Facebook.				<a href="http://kotaku.com/5870420/this-years-most-popular-facebook-game-wasnt-made-by-zynga" title="Click here to read more about This Year's Most Popular Facebook Game Wasn't Made By Zynga">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Thu, 22 Dec 2011 14:00:00 EST]]></pubDate>
			<dc:creator><![CDATA[Brian Crecente]]></dc:creator>
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			<title><![CDATA[Angry Birds, Happy Physicists]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read &lt;em&gt;Angry Birds&lt;/em&gt;, Happy Physicists" href="http://kotaku.com/well-played/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">wellplayed</span></a></div -->					<div><a title="Click here to read &lt;em&gt;Angry Birds&lt;/em&gt;, Happy Physicists" href="http://kotaku.com/5815767/angry-birds-happy-physicists" class="pp_image">
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				 Galileo discovered the language of nature. Einstein questioned the color of rainbows. Today's physicists <a href="http://kotaku.com/5813810/learn-physics-the-angry-birds-way/gallery/">ponder the vertical acceleration and horizontal velocity of an angry bird in flight.</a>				<a href="http://kotaku.com/5815767/angry-birds-happy-physicists" title="Click here to read more about Angry Birds, Happy Physicists">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Mon, 04 Jul 2011 14:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Crecente]]></dc:creator>
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			<title><![CDATA[How To Kill the Company Behind FarmVille]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read How To Kill the Company Behind &lt;em&gt;FarmVille&lt;/em&gt;" href="http://kotaku.com/what-not-to-put-in-one-basket/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">whatnottoputinonebasket</span></a></div -->					<div><a title="Click here to read How To Kill the Company Behind &lt;em&gt;FarmVille&lt;/em&gt;" href="http://kotaku.com/5817493/how-to-kill-the-company-behind-farmville" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read How To Kill the Company Behind &lt;em&gt;FarmVille&lt;/em&gt;" alt="Click here to read How To Kill the Company Behind &lt;em&gt;FarmVille&lt;/em&gt;" src="http://cache.kotaku.com/assets/images/9/2011/07/small_zyngafacebooksplash.jpg"/>
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				 Hate <em>Farmville</em>, <em>CityVille </em>and all of its billions of pestering, needy fans? There's a simple way to get rid of the company that makes those games: Kill Facebook.				<a href="http://kotaku.com/5817493/how-to-kill-the-company-behind-farmville" title="Click here to read more about How To Kill the Company Behind FarmVille">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Fri, 01 Jul 2011 15:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Crecente]]></dc:creator>
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			<title><![CDATA[Cooking Mama Barges Into Café World's Kitchen]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Cooking Mama Barges Into Café World's Kitchen" href="http://kotaku.com/facebook/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">facebook</span></a></div -->					<div><a title="Click here to read Cooking Mama Barges Into Café World's Kitchen" href="http://kotaku.com/5732661/cooking-mama-barges-into-cafe-worlds-kitchen" class="pp_image">
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				 Every day thousands of players flock to Zynga's Café World, clicking on food and serving it to the virtual masses for experience points and in-game coinage. That's some sweet action right there, and Cooking Mama wants a piece of it.				<a href="http://kotaku.com/5732661/cooking-mama-barges-into-cafe-worlds-kitchen" title="Click here to read more about Cooking Mama Barges Into Café World's Kitchen">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Thu, 13 Jan 2011 11:40:00 EST]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[Casual Gaming Destination Pogo Jumps To The iPhone]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Casual Gaming Destination Pogo Jumps To The iPhone" href="http://kotaku.com/ea/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">ea</span></a></div -->					<div><a title="Click here to read Casual Gaming Destination Pogo Jumps To The iPhone" href="http://kotaku.com/5710327/casual-gaming-destination-pogo-jumps-to-the-iphone" class="pp_image">
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				 Pogo has been drawing casual gamers to its website for more than a decade. Now EA's casual gaming hub makes the leap to the iPhone, bringing five of its most popular titles along for the ride.				<a href="http://kotaku.com/5710327/casual-gaming-destination-pogo-jumps-to-the-iphone" title="Click here to read more about Casual Gaming Destination Pogo Jumps To The iPhone">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Thu, 09 Dec 2010 16:00:00 EST]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[The World's Coziest Video Game Launch]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read The World's Coziest Video Game Launch" href="http://kotaku.com/gameface/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gameface</span></a></div -->					<div><a title="Click here to read The World's Coziest Video Game Launch" href="http://kotaku.com/5707149/the-worlds-coziest-video-game-launch" class="pp_image">
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				 <em>Foregoing a lavish, star-studded party, PopCap's Bejeweled 3 launch party was held in a North London living room, with only a secretary, a grandmother, a librarian, a banker, and a father in attendance, representing the series' diverse fanbase. </em>				<a href="http://kotaku.com/5707149/the-worlds-coziest-video-game-launch" title="Click here to read more about The World's Coziest Video Game Launch">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Mon, 06 Dec 2010 11:40:00 EST]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[PopCap Launching Casual Gaming &quot;Disneyland&quot; In Korea]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read PopCap Launching Casual Gaming &amp;quot;Disneyland&amp;quot; In Korea" href="http://kotaku.com/popcap/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">popcap</span></a></div -->					<div><a title="Click here to read PopCap Launching Casual Gaming &amp;quot;Disneyland&amp;quot; In Korea" href="http://kotaku.com/5637773/popcap-launching-casual-gaming-disneyland-in-korea" class="pp_image">
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				 PopCap Games, the company behind ridiculously addictive games like Bejeweled and Plants Vs. Zombies, has teamed up with MMO company NCsoft to create PopCap World, an online multiplayer social game service launching in Korea later this year.				<a href="http://kotaku.com/5637773/popcap-launching-casual-gaming-disneyland-in-korea" title="Click here to read more about PopCap Launching Casual Gaming &quot;Disneyland&quot; In Korea">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Tue, 14 Sep 2010 12:40:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[Cooking Mama In Trouble As Martha Stewart Enters The Video Game Business]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Cooking Mama In Trouble As Martha Stewart Enters The Video Game Business" href="http://kotaku.com/majesco/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">majesco</span></a></div -->					<div><a title="Click here to read Cooking Mama In Trouble As Martha Stewart Enters The Video Game Business" href="http://kotaku.com/5520750/cooking-mama-in-trouble-as-martha-stewart-enters-the-video-game-business" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Cooking Mama In Trouble As Martha Stewart Enters The Video Game Business" alt="Click here to read Cooking Mama In Trouble As Martha Stewart Enters The Video Game Business" src="http://cache.kotaku.com/assets/images/9/2010/04/cookingduel.jpg"/>
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				 Is there room for two cooking, crafting and gardening experts at Majesco? The U.S. publisher of the Cooking Mama series has signed a deal to produce video games based on America's favorite ex-convict, Martha Stewart. I smell a cat fight.				<a href="http://kotaku.com/5520750/cooking-mama-in-trouble-as-martha-stewart-enters-the-video-game-business" title="Click here to read more about Cooking Mama In Trouble As Martha Stewart Enters The Video Game Business">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5520750/cooking-mama-in-trouble-as-martha-stewart-enters-the-video-game-business]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5520750]]></guid>
			<category><![CDATA[Majesco]]></category>
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			<category><![CDATA[cooking mama]]></category>
			<category><![CDATA[Ex-convict]]></category>
			<category><![CDATA[Martha Stewart]]></category>
			<category><![CDATA[Martha Stewart Omnimedia]]></category>
			<category><![CDATA[Publishing]]></category>
			<category><![CDATA[Scoail Games]]></category>
			<pubDate><![CDATA[Tue, 20 Apr 2010 14:40:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[The Revolution Won't Be Televised, It'll Be A Game]]></title>
			<description>
			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read The Revolution Won't Be Televised, It'll Be A Game" href="http://kotaku.com/armchair-revolutionary/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">armchairrevolutionary</span></a></div -->					<div><a title="Click here to read The Revolution Won't Be Televised, It'll Be A Game" href="http://kotaku.com/5511220/the-revolution-wont-be-televised-itll-be-a-game" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read The Revolution Won't Be Televised, It'll Be A Game" alt="Click here to read The Revolution Won't Be Televised, It'll Be A Game" src="http://cache.kotaku.com/assets/images/9/2010/04/armchairx-large.jpg"/>
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				 Think FarmVille meets real world activism.				<a href="http://kotaku.com/5511220/the-revolution-wont-be-televised-itll-be-a-game" title="Click here to read more about The Revolution Won't Be Televised, It'll Be A Game">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5511220/the-revolution-wont-be-televised-itll-be-a-game]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5511220]]></guid>
			<category><![CDATA[Armchair revolutionary]]></category>
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			<category><![CDATA[farmville]]></category>
			<category><![CDATA[News]]></category>
			<category><![CDATA[PC]]></category>
			<pubDate><![CDATA[Wed, 07 Apr 2010 01:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Ashcraft]]></dc:creator>
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			<title><![CDATA[GameStop Goes Casual]]></title>
			<description>
			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read GameStop Goes Casual" href="http://kotaku.com/casual-games/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">casualgames</span></a></div -->					<div><a title="Click here to read GameStop Goes Casual" href="http://kotaku.com/5327300/gamestop-goes-casual" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read GameStop Goes Casual" alt="Click here to read GameStop Goes Casual" src="http://cache.kotaku.com/assets/images/9/2009/07/casual.jpg"/>
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				 Video game retailer GameStop launched its Casual Digital Store yesterday, celebrating with a 50% sale on select casual PC titles.				<a href="http://kotaku.com/5327300/gamestop-goes-casual" title="Click here to read more about GameStop Goes Casual">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5327300/gamestop-goes-casual]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5327300]]></guid>
			<category><![CDATA[Casual Games]]></category>
			<category><![CDATA[Amazon]]></category>
			<category><![CDATA[Digital Distribution]]></category>
			<category><![CDATA[GameStop]]></category>
			<category><![CDATA[Indie]]></category>
			<category><![CDATA[Online]]></category>
			<pubDate><![CDATA[Fri, 31 Jul 2009 12:40:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA["Casual" Is No Way To Label Games, Argues Casual Developer]]></title>
			<description>
			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read &quot;Casual&quot; Is No Way To Label Games, Argues Casual Developer" href="http://kotaku.com/denki/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">denki</span></a></div -->					<div><a title="Click here to read &quot;Casual&quot; Is No Way To Label Games, Argues Casual Developer" href="http://kotaku.com/5314720/casual-is-no-way-to-label-games-argues-casual-developer" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read &quot;Casual&quot; Is No Way To Label Games, Argues Casual Developer" alt="Click here to read &quot;Casual&quot; Is No Way To Label Games, Argues Casual Developer" src="http://cache.kotaku.com/assets/images/9/2009/07/denki_.jpg"/>
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				 Get rid of the term "casual"! Do it! Dave Thomson of Scottish games developer Denki wants the word gone, banished, erased, deleted.				<a href="http://kotaku.com/5314720/casual-is-no-way-to-label-games-argues-casual-developer" title="Click here to read more about "Casual" Is No Way To Label Games, Argues Casual Developer">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5314720/casual-is-no-way-to-label-games-argues-casual-developer]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5314720]]></guid>
			<category><![CDATA[Denki]]></category>
			<category><![CDATA[Casual Games]]></category>
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			<category><![CDATA[Uk]]></category>
			<pubDate><![CDATA[Wed, 15 Jul 2009 05:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Ashcraft]]></dc:creator>
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			<title><![CDATA[Amazon Casually Launches Digital Game Downloads]]></title>
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			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Amazon Casually Launches Digital Game Downloads" href="http://kotaku.com/digital-distribution/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">digitaldistribution</span></a></div -->					<div><a title="Click here to read Amazon Casually Launches Digital Game Downloads" href="http://kotaku.com/5145198/amazon-casually-launches-digital-game-downloads" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Amazon Casually Launches Digital Game Downloads" alt="Click here to read Amazon Casually Launches Digital Game Downloads" src="http://cache.kotaku.com/assets/images/9/2009/02/amazoncasual.png"/>
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				 Amazon.com has officially launched the beta version of their Game Downloads section this morning, offering more than 600 casual titles for digital download, each under $10.				<a href="http://kotaku.com/5145198/amazon-casually-launches-digital-game-downloads" title="Click here to read more about Amazon Casually Launches Digital Game Downloads">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5145198/amazon-casually-launches-digital-game-downloads]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5145198]]></guid>
			<category><![CDATA[Digital Distribution]]></category>
			<category><![CDATA[Amazon.com]]></category>
			<category><![CDATA[Casual Games]]></category>
			<category><![CDATA[Downloads]]></category>
			<category><![CDATA[Free Trials]]></category>
			<category><![CDATA[Original]]></category>
			<category><![CDATA[Top]]></category>
			<pubDate><![CDATA[Tue, 03 Feb 2009 10:00:00 EST]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[Casual Games Will Make Consoles Extinct - Clickz]]></title>
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			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Casual Games Will Make Consoles Extinct - Clickz" href="http://kotaku.com/casual-games/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">casualgames</span></a></div -->					<div><a title="Click here to read Casual Games Will Make Consoles Extinct - Clickz" href="http://kotaku.com/5082212/casual-games-will-make-consoles-extinct-+-clickz" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Casual Games Will Make Consoles Extinct - Clickz" alt="Click here to read Casual Games Will Make Consoles Extinct - Clickz" src="http://cache.kotaku.com/assets/images/9/2008/11/bejeweled.jpg"/>
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				"Digital Marketing" experts <em>Clickz</em> have a theory - casual games are becoming the dominant form of gameplay and are killing the console market deader than a particularly dead doornail.				<a href="http://kotaku.com/5082212/casual-games-will-make-consoles-extinct-+-clickz" title="Click here to read more about Casual Games Will Make Consoles Extinct - Clickz">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5082212/casual-games-will-make-consoles-extinct-+-clickz]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5082212]]></guid>
			<category><![CDATA[Casual Games]]></category>
			<category><![CDATA[Clickz]]></category>
			<category><![CDATA[Consoles]]></category>
			<category><![CDATA[Culture]]></category>
			<pubDate><![CDATA[Mon, 10 Nov 2008 20:40:00 EST]]></pubDate>
			<dc:creator><![CDATA[Stuart Houghton]]></dc:creator>
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			<title><![CDATA[Sunday Timewaster: the irRegular Game of Life]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Sunday Timewaster: the irRegular Game of Life" href="http://kotaku.com/hot-flashes/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">hotflashes</span></a></div -->					<div><a title="Click here to read Sunday Timewaster: the irRegular Game of Life" href="http://kotaku.com/5081257/sunday-timewaster-the-irregular-game-of-life" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Sunday Timewaster: the irRegular Game of Life" alt="Click here to read Sunday Timewaster: the irRegular Game of Life" src="http://cache.kotaku.com/assets/images/9/2008/11/irregulargamethumb.jpg"/>
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				  The <i>irRegular Game of Life</i> is a weird but fun little game (by irRegular Games) based on mathematician John Horton Conway's 'Game of Life' theory.  In this iteration, you are given puzzles to solve and must set the little cells into motion to meet the goals of each level.  It's surprisingly hypnotic at times &mdash; after getting past the initial introductory levels, you watch the cells shuffle back and forth, creating a variety of patterns and interacting with each other.  There's also a sandbox mode and some other features; the regular puzzle mode was plenty fun for me.				<a href="http://kotaku.com/5081257/sunday-timewaster-the-irregular-game-of-life" title="Click here to read more about Sunday Timewaster: the irRegular Game of Life">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5081257/sunday-timewaster-the-irregular-game-of-life]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5081257]]></guid>
			<category><![CDATA[Hot flashes]]></category>
			<category><![CDATA[biology]]></category>
			<category><![CDATA[browser games]]></category>
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			<category><![CDATA[Culture]]></category>
			<category><![CDATA[Puzzle Games]]></category>
			<category><![CDATA[Science]]></category>
			<pubDate><![CDATA[Sun, 09 Nov 2008 14:30:00 EST]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Wild Tangent Studios Boss Steps Down, Internal Development Cut Loose]]></title>
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			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Wild Tangent Studios Boss Steps Down, Internal Development Cut Loose" href="http://kotaku.com/wildtangent/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">wildtangent</span></a></div -->					<div><a title="Click here to read Wild Tangent Studios Boss Steps Down, Internal Development Cut Loose" href="http://kotaku.com/5074685/wild-tangent-studios-boss-steps-down-internal-development-cut-loose" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Wild Tangent Studios Boss Steps Down, Internal Development Cut Loose" alt="Click here to read Wild Tangent Studios Boss Steps Down, Internal Development Cut Loose" src="http://cache.kotaku.com/assets/images/9/2008/11/tangent.jpg"/>
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				<a href="http://kotaku.com/tag/wild-tangent/">You know WildTangent?</a> The casual gaming specialists, fronted by former DirectX creator Alex St. John and long-time believer in the "casual games will soon rule the universe" train of thought, just announced that they are killing off their internal development studio, which had only managed to churn out three games in two years. The company's online casual gaming portal will remain, along with it's 1000 or so games, but it'll be staying without boss Alex St. John, who is stepping down from his post. The move was made to cut costs, with the benefits of developing their own games not seen as being as economically viable as simply hosting somebody else's.				<a href="http://kotaku.com/5074685/wild-tangent-studios-boss-steps-down-internal-development-cut-loose" title="Click here to read more about Wild Tangent Studios Boss Steps Down, Internal Development Cut Loose">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5074685/wild-tangent-studios-boss-steps-down-internal-development-cut-loose]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5074685]]></guid>
			<category><![CDATA[wildtangent]]></category>
			<category><![CDATA[Casual Games]]></category>
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			<category><![CDATA[PC]]></category>
			<category><![CDATA[wild tangent]]></category>
			<pubDate><![CDATA[Mon, 03 Nov 2008 06:00:00 EST]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[Prototyping Challenge: Fishing Girl]]></title>
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			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Prototyping Challenge: Fishing Girl" href="http://kotaku.com/game-design/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedesign</span></a></div -->					<div><a title="Click here to read Prototyping Challenge: Fishing Girl" href="http://kotaku.com/5074131/prototyping-challenge-fishing-girl" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Prototyping Challenge: Fishing Girl" alt="Click here to read Prototyping Challenge: Fishing Girl" src="http://cache.kotaku.com/assets/images/9/2008/11/fishinggirlthumb.jpg"/>
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				 Danc of Lost Garden is back with another prototyping challenge; game designer I am <i>not</i>, but I love these things &mdash; especially seeing what people come up with.  On the plate this cycle?  A fishing game that Danc describes as "Frogger using a polar coordinate system, a frog that insists on drifting to the left and only the ability to move forward":				<a href="http://kotaku.com/5074131/prototyping-challenge-fishing-girl" title="Click here to read more about Prototyping Challenge: Fishing Girl">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5074131/prototyping-challenge-fishing-girl]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5074131]]></guid>
			<category><![CDATA[Game design]]></category>
			<category><![CDATA[Casual Games]]></category>
			<category><![CDATA[Culture]]></category>
			<category><![CDATA[Flash Games]]></category>
			<category><![CDATA[Frogger]]></category>
			<category><![CDATA[Prototype]]></category>
			<pubDate><![CDATA[Sun, 02 Nov 2008 13:30:00 EST]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
			<wfw:commentRss>http://kotaku.com/index.php?op=postcommentfeed&amp;postId=5074131&amp;view=rss&amp;microfeed=true</wfw:commentRss>
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			<title><![CDATA[Sunday Timewaster: HDOS Databank request 01]]></title>
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			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Sunday Timewaster: HDOS Databank request 01" href="http://kotaku.com/hot-flashes/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">hotflashes</span></a></div -->					<div><a title="Click here to read Sunday Timewaster: HDOS Databank request 01" href="http://kotaku.com/5068953/sunday-timewaster-hdos-databank-request-01" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read Sunday Timewaster: HDOS Databank request 01" alt="Click here to read Sunday Timewaster: HDOS Databank request 01" src="http://cache.kotaku.com/assets/images/9/2008/10/hdosthumb.jpg"/>
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				  This is a fun little remake (more or less) of the puzzle mode of <i>Tetris Attack</i>; you have a limited number of moves to swap blocks and clear the whole board.  While the early levels are pretty easy, some of the later stages get pretty complicated &mdash; all in all, not a bad little browser-based timewaster to kill some time on a Sunday.				<a href="http://kotaku.com/5068953/sunday-timewaster-hdos-databank-request-01" title="Click here to read more about Sunday Timewaster: HDOS Databank request 01">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5068953/sunday-timewaster-hdos-databank-request-01]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5068953]]></guid>
			<category><![CDATA[Hot flashes]]></category>
			<category><![CDATA[browser games]]></category>
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			<category><![CDATA[Culture]]></category>
			<category><![CDATA[Puzzle Games]]></category>
			<category><![CDATA[timewasters]]></category>
			<pubDate><![CDATA[Sun, 26 Oct 2008 15:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[The Surprising Success of Retail Game Cards]]></title>
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				 I had an interesting discussion this week on the topic of microtransaction models, East-West interaction, and the fact that few people pay much attention to such issues (or dismiss them out of hand); Games In Motion has a nice interview up illustrating the 'fly under the radar' nature of a lot of those microtransaction models.  WIM sat down to chat with Rob Goldberg, CEO of GMG Entertainment &mdash; the company produces branded pre-paid cards for a couple of franchises, sold at big box stores like Target &mdash; to talk about where the market is currently and where it's headed.  They estimate somewhere between $75 and $100 million in sales this year, but what about the future?:				<a href="http://kotaku.com/5068817/the-surprising-success-of-retail-game-cards" title="Click here to read more about The Surprising Success of Retail Game Cards">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 25 Oct 2008 17:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Cartoon Network Eying Chinese Market for Casual Games]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Cartoon Network Eying Chinese Market for Casual Games" href="http://kotaku.com/casual-games/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">casualgames</span></a></div -->					<div><a title="Click here to read Cartoon Network Eying Chinese Market for Casual Games" href="http://kotaku.com/5065659/cartoon-network-eying-chinese-market-for-casual-games" class="pp_image">
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				  Just joining the rest of the world in pursuing the magical (giant) Chinese market, Cartoon Network has announced that it is commissioning SinoTech, a Beijing firm, to create games based on CN-owned properties as well as SinoTech IPs.  The games will first be targeted at the pan-Asian site and a site localized for Taiwan, and may find their way to other localized Asian sites and an in-the-pipeline portal for mainland China:				<a href="http://kotaku.com/5065659/cartoon-network-eying-chinese-market-for-casual-games" title="Click here to read more about Cartoon Network Eying Chinese Market for Casual Games">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 19 Oct 2008 16:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[EA Rides Pogo To Austin]]></title>
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				 EA casually makes it's way into Austin, Texas, with the announcement of the opening of a brand new studio formed to create games for Pogo.com.  Pogo Austin's tiny initial team of 12 are tasked with developing family-friendly games based on popular Hasbro properties. Their first game will be Pictureka! Museum Mayhem, due out on Pogo.com in November with a retail release to follow in early winter.				<a href="http://kotaku.com/5064385/ea-rides-pogo-to-austin" title="Click here to read more about EA Rides Pogo To Austin">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Thu, 16 Oct 2008 10:20:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[Sunday Timewaster: Marshmallow]]></title>
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				  This wonderfully adorable (and kind of weird) game is pretty straight forward &mdash; guide the marshmallow around a variety of objects just <i>waiting</i> to take a bite out of your head and send you hurtling towards the ground so you can land with a 'splat.'  It's cute.  It's not terribly taxing.  The soundtrack is ... well, something (soothing?  Weird?  Vaguely <i>Katamari</i>-esque?  All of the above?), but the game is really cute and a nice way to waste a couple of minutes or more ....				<a href="http://kotaku.com/5055952/sunday-timewaster-marshmallow" title="Click here to read more about Sunday Timewaster: Marshmallow">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 28 Sep 2008 15:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[On Gynophobia and Misogyny in Games and Gaming]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read On Gynophobia and Misogyny in Games and Gaming" href="http://kotaku.com/gender/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gender</span></a></div -->					<div><a title="Click here to read On Gynophobia and Misogyny in Games and Gaming" href="http://kotaku.com/5052721/on-gynophobia-and-misogyny-in-games-and-gaming" class="pp_image">
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				 Over at Acid for Blood and Feminist Gamers, there are two interesting essays on the shooter/action game <a href="http://www.komix-games.com/game.php?game=cunt">Cunt</a>, which involves dastardly female genitalia (looking, as the FG article pointed out, "for all the world like a wizened creature out of the H.R. Giger convalescent home for aging genital monsters") and a player tasked with causing 'bloody cunt damage.'  And it's not just a hack job from an amateur, being published by Newgrounds (of <i>Alien Hominid</i> and <i>Castle Crashers</i>).  As pointed out in both spots, this game is a rather graphic representation of a fear of women that goes back a very, very long time, and, as pointed out at Feminist Gamers:

<blockquote>But as easy as it would be to point to a game like <i>Cunt</i> and say "golly gosh, anyone who plays this game certainly does have more than a few bound-for-your-personal-library issues with female sexuality," (and holy shit, <i>is it ever</i>), we have to take a step back and survey the landscape, so to speak. Because this game is not unique, it's not a one-off… it represents a very real and tangible culture of hatred of women that exists within the gaming community. After all, if the developers thought no-one would play the game, they wouldn't have made it in the first place.</blockquote>

The Acid for Blood piece opines:

<blockquote>However, Edmund McMillen is not just some basement coder or armchair designer. McMillan had a hand in the early development of current Xbox 360 indie darling, <i>Braid</i>, and he co-created the critically praised indie game, <i>Gish</i>. He is a professional game designer (or he has professional aspirations) and he not only thought that <i>Cunt</i> was a good idea, but he thought gamers would play it. Though it is a basic shooting game, <i>Cunt</i> has polish. Not only did people play it, but McMillen was <b>lauded</b> for <i>Cunt</i>:

<blockquote><b>Were you happy with the response for the game?</b>

I was honestly blown away by it. I really thought people would just write it off or get mad. Somehow it turned into something "punk", and was accepted by the "scene". Too bad the gameplay was lacking. If I knew it was going to get such a positive response I would have designed something more innovative and new for the gameplay.</blockquote>

The reception <i>Cunt</i> got amongst gamers shows how accepted, established, and insidious misogyny is in gaming culture. <i>Cunt</i> is not an isolated case.</blockquote>

Of course there are plenty of (male, heterosexual) gamers who aren't gynophobic misogynists, and there are plenty of misogynists running around who have never picked up a game (never mind <i>Cunt</i> in their life); but there is a pervasive bit of sexism that runs around the community that can be extremely off putting on a number of levels.  The fact that so many conversations about issues like these devolve into name-calling and hateful bullshit almost immediately doesn't help matters.

<a href="http://www.acidforblood.net/2008/09/cnt-gynophobia.html">C*nt (the Game): Gynophobia and Misogyny</a> [Acid for Blood]; <a href="http://www.feministgamers.com/?p=493">Gamers and the vagina - the final boss?</a> [Feminist Gamers]				<a href="http://kotaku.com/5052721/on-gynophobia-and-misogyny-in-games-and-gaming" title="Click here to read more about On Gynophobia and Misogyny in Games and Gaming">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 20 Sep 2008 16:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[THQ Bringing 'Dragonica' to North America]]></title>
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				 The flow of free to plays coming from Asia to Western markets doesn't seem like it's going to stop any time soon; THQ has announced plans to bring <i>Dragonica</i>, a Korean-developed casual MMO, to North America next year in partnership with Chinese game operator ICE.  <i>Dragonica</i> will be free to play, supported by pay-for-content and microtransactions, and is a 3D side scrolling game.  From what I've seen of it, it looks sickeningly cute.  Will we have another <i>MapleStory</i>-esque sleeper hit on our hands?  Full release after the jump.				<a href="http://kotaku.com/5052677/thq-bringing-dragonica-to-north-america" title="Click here to read more about THQ Bringing 'Dragonica' to North America">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 20 Sep 2008 12:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[The Promise of User Created Content - the Kodak Effect]]></title>
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				  Ian Bogost has an interesting essay up comparing the flowering of user generated content to the Kodak Brownie camera &mdash; in comparison to the unwieldy early cameras, the Brownie brought snapshots to the people.  Simple and portable, it allowed people to create their own personal snapshots, something that Kodak capitalized on.  In much the same way that Brownies allowed non-professionals to photograph personal moments that had a limited audience, so too does user generated content allow people to create digital 'snapshots.'  That is, with the introduction of tools that just about anyone can use, people are able to create things that have personal meaning, but probably little meaning to the world at large.  But meaning &mdash; and quality &mdash; aren't the point here:				<a href="http://kotaku.com/5049628/the-promise-of-user-created-content-+-the-kodak-effect" title="Click here to read more about The Promise of User Created Content - the Kodak Effect">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 14 Sep 2008 15:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Traversing the Audience Gap]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Traversing the Audience Gap" href="http://kotaku.com/culture/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">culture</span></a></div -->					<div><a title="Click here to read Traversing the Audience Gap" href="http://kotaku.com/5049449/traversing-the-audience-gap" class="pp_image">
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				 Chris Bateman of Only A Game has spent a not insignificant chunk of time talking about the 'hardcore/casual' divide &mdash; especially in terms of discussing the accuracy of such a distinction.  As he points out, more complex models of how people like to play their games are simply too unwieldy to be of use for general conversation; still, a lot of the ideas about what makes a 'hardcore' player versus a 'casual' player don't necessarily stand up when looking at certain (admittedly self-reported) studies, like the DGD1 & 2 questionnaires: 				<a href="http://kotaku.com/5049449/traversing-the-audience-gap" title="Click here to read more about Traversing the Audience Gap">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 13 Sep 2008 14:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Breaking Through the Retail Glass Wall]]></title>
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				  The typical method of keeping games in glass cases works like a charm when it comes to reducing theft, but stymies impulse buys &mdash; something the game industry is working to change as companies attempt to appeal to ever broader markets.  The San Jose Mercury News has a reasonably interesting short piece on what companies are doing in an attempt to broaden their appeal, get games out from behind glass and locks, and encourage people outside the target 'gamer' audience to pick up games on a whim.  Of course, there's the problem of dealing with retailers' wants and needs:				<a href="http://kotaku.com/5046309/breaking-through-the-retail-glass-wall" title="Click here to read more about Breaking Through the Retail Glass Wall">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 06 Sep 2008 15:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Holiday Timewaster: Hexiom Connect]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Holiday Timewaster: Hexiom Connect" href="http://kotaku.com/hot-flashes/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">hotflashes</span></a></div -->					<div><a title="Click here to read Holiday Timewaster: Hexiom Connect" href="http://kotaku.com/5043947/holiday-timewaster-hexiom-connect" class="pp_image">
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				 <i>Hexiom Connect</i> is a pretty intuitive browser-based puzzle game; you have to rearrange hexagons on the board so that all the colored lines are connected.  There are 40 levels (and even a colorblind option, so if you can't tell the difference between red and green, never fear), so I've spent quite a chunk of time this morning clicking, clicking, clicking the minutes away.				<a href="http://kotaku.com/5043947/holiday-timewaster-hexiom-connect" title="Click here to read more about Holiday Timewaster: Hexiom Connect">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 31 Aug 2008 17:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Ubisoft: Europe More Important than U.S.]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Ubisoft: Europe More Important than U.S." href="http://kotaku.com/ubisoft/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">ubisoft</span></a></div -->					<div><a title="Click here to read Ubisoft: Europe More Important than U.S." href="http://kotaku.com/5043923/ubisoft-europe-more-important-than-us" class="pp_image">
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				As one commenter elsewhere points out, must be Europe buying all these Imagine titles, because for Ubisoft it's a bigger market than the U.S., "by more than five percent," said Ubi CEO Yves Guillemot in an interview with Gamesindustry.biz.				<a href="http://kotaku.com/5043923/ubisoft-europe-more-important-than-us" title="Click here to read more about Ubisoft: Europe More Important than U.S.">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 31 Aug 2008 12:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Owen Good]]></dc:creator>
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			<title><![CDATA[Weekend Timewaster: FkConflict]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Weekend Timewaster: FkConflict" href="http://kotaku.com/hot-flashes/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">hotflashes</span></a></div -->					<div><a title="Click here to read Weekend Timewaster: FkConflict" href="http://kotaku.com/5041092/weekend-timewaster-fkconflict" class="pp_image">
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				  A simple and scaled-down strategy game (it was an entrant in the 'Java4K competition,' where entries could not exceed 4096 bytes), <i>FkConflict</i> is still a lot of fun and good to while away a chunk of time that you probably should be doing something else with.  The mechanics are pretty simple: pick your territories; territories get turns each round in random order; first player to get all territories on the board wins.  				<a href="http://kotaku.com/5041092/weekend-timewaster-fkconflict" title="Click here to read more about Weekend Timewaster: FkConflict">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 24 Aug 2008 18:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Narrative Versus Fiction: The 'Dash' Examples]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Narrative Versus Fiction: The 'Dash' Examples" href="http://kotaku.com/game-design/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedesign</span></a></div -->					<div><a title="Click here to read Narrative Versus Fiction: The 'Dash' Examples" href="http://kotaku.com/5040945/narrative-versus-fiction-the-dash-examples" class="pp_image">
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				  Emily Short has an interesting response up to some comments made by Playfirst's John Welch in <a href="http://www.gamasutra.com/view/feature/3757/the_state_of_the_casual_games_.php">a recent Gamasutra article</a>.  The issue at stake?  Welch's assertion that Playfirst has introduced 'narrative' to games such as <i>Diner Dash</i>.  Short's response?  'This made my eyelids twitch.'  What's the difference between narrative and fiction?  Short argues that games like <i>Diner Dash</i> have a fiction attached to them, but are sorely lacking on the narrative bit, which she feels can add something to currently lacking casual games:				<a href="http://kotaku.com/5040945/narrative-versus-fiction-the-dash-examples" title="Click here to read more about Narrative Versus Fiction: The 'Dash' Examples">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 23 Aug 2008 17:40:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Saturday Timewaster: Attention Hog]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Saturday Timewaster: Attention Hog" href="http://kotaku.com/hot-flashes/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">hotflashes</span></a></div -->					<div><a title="Click here to read Saturday Timewaster: Attention Hog" href="http://kotaku.com/5037904/saturday-timewaster-attention-hog" class="pp_image">
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				  From Chris Basmajian comes a darling, piggieful little game called <i>Attention Hog</i>.  As the titular attention hog, your job is to capture the attention (and love) of as many people as possible, while avoiding bacon and nabbing power ups to make your job a little easier.  Basmajian says the game "reflects some of the social and psychological trends present in social-networking communities, including self-promotion, social anxiety, obsessive need for peer validation, and distraction as entertainment."  Heavy stuff.  Ian Bogost notes that while he's "happy to see a game that critiques today's attention culture, but I'm not sure Attention Hog reaches the level promised in the description."  Still, while I'll admit to being a sucker for cartoonish pigs (my little Monokuro Boo collection is probably a touch unseemly for a 25 year old), it's adorable and worth a few minutes of time on a lazy weekend. 				<a href="http://kotaku.com/5037904/saturday-timewaster-attention-hog" title="Click here to read more about Saturday Timewaster: Attention Hog">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 16 Aug 2008 15:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA['Going Rogue': Leaving the Mainstream Behind]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read 'Going Rogue': Leaving the Mainstream Behind" href="http://kotaku.com/indie-games/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">indiegames</span></a></div -->					<div><a title="Click here to read 'Going Rogue': Leaving the Mainstream Behind" href="http://kotaku.com/5035154/going-rogue-leaving-the-mainstream-behind" class="pp_image">
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				  The Escapist has an interesting article up on mainstream industry types who went indie &mdash; it delves into the reasoning behind a move, as well as the challenges and the positive aspects of moving from big studios to independent development.  People making the transition have had to unlearn 'mainstream' habits or pick up new skills (like learning the tools of the PR trade) &mdash; and even with the plethora of portals and distribution options, the 'independent' distribution channels are still fraught with pitfalls, from distribution limitations to piracy:				<a href="http://kotaku.com/5035154/going-rogue-leaving-the-mainstream-behind" title="Click here to read more about 'Going Rogue': Leaving the Mainstream Behind">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 09 Aug 2008 16:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Saturday Timewaster: Now Boarding]]></title>
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				  While the weekend timewasters at Kotaku are generally free, and <i>Now Boarding</i> &mdash; an indie time management/sorting game that has a nice, slightly retro aesthetic &mdash; isn't, the demo is lengthy and engaging enough to waste an hour or two on a lazy Saturday.  The point of the game is to manage your airport empire and keep the poor slouches stuck at the terminal or on the plane reasonably happy, or at least not hopping mad.  The $20 ($15 right now) price tag for the full version seems a little steep, but the demo portion has already gobbled up time this morning that I should've been dedicating to plowing through another couple of thousand pages on Japanese colonialism.  Frankly, sorting flights is a hell of a lot more fun &mdash; and this is a nice, reasonably polished little game that is fun to play.				<a href="http://kotaku.com/5035144/saturday-timewaster-now-boarding" title="Click here to read more about Saturday Timewaster: Now Boarding">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 09 Aug 2008 15:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Indiecade 2008: Winterbottom! Gravitation! And More!]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Indiecade 2008: Winterbottom! Gravitation! And More!" href="http://kotaku.com/indiecade/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">indiecade</span></a></div -->					<div><a title="Click here to read Indiecade 2008: Winterbottom! Gravitation! And More!" href="http://kotaku.com/5026522/indiecade-2008-winterbottom-gravitation-and-more" class="pp_image">
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				During my practically nonexistent downtime, I wandered down to check out the offerings at the E3 installation of <a href="http://www.indiecade.com/">Indiecade 2008</a>.  Indiecade is, as the name implies, a celebration of a variety of indie games ranging from 'art games' to more mainstream-type titles.  We've covered at least two of the games here on Kotaku &mdash; Jason Rohrer's <a href="http://kotaku.com/362660/weird-artistic-timewaster-of-the-day-gravitation">Gravitation</a> and The Odd Gentlemen's <a href="http://kotaku.com/376514/the-challenges-of-designing-in-an-academic-context">The Misadventures of P.B. Winterbottom</a> (begun as an MFA thesis at the University of Southern California).  I had a chance to check out some of the games, talk to the people behind Indiecade, and watch the goings on &mdash; which included a surprising amount of hubbub and talent scouts from several companies lurking around.  And there was more than just games: art prints were featured from various games (I even spied a screen from <a href="http://kotaku.com/365476/weird-preview-of-the-weekend-blueberry-garden">Blueberry Garden</a>), plus videos of ARGs and installation games.  My impressions and some pictures after the jump.				<a href="http://kotaku.com/5026522/indiecade-2008-winterbottom-gravitation-and-more" title="Click here to read more about Indiecade 2008: Winterbottom! Gravitation! And More!">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 27 Jul 2008 18:40:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Literature and Games: 'Playing the Reader']]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Literature and Games: 'Playing the Reader'" href="http://kotaku.com/game-design/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">gamedesign</span></a></div -->					<div><a title="Click here to read Literature and Games: 'Playing the Reader'" href="http://kotaku.com/5029695/literature-and-games-playing-the-reader" class="pp_image">
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				  I really like the idea of turning classic literature into games, mostly in the form of <a href="http://kotaku.com/371027/classic-literature-gets-the-game-treatment">parodies</a> (but <a href="http://kotaku.com/354667/books-that-ought-to-be-made-into-games">moderately thoughtful ruminations</a> are welcome, too).  Over at GameSetWatch, Emily Short looks at the literature/game combination in the one genre that churns out book-related games at an alarming pace: the dreaded hidden object game.  She concedes that it sometimes works really well (as in the case of Agatha Christie novels, or Sherlock Holmes), but the disconnect between the narrative and gameplay in examples such as <i>The Count of Monte Cristo</i> is frustrating (she does offer the caveat that she's not a fan of the genre in general, but her criticisms still stand):				<a href="http://kotaku.com/5029695/literature-and-games-playing-the-reader" title="Click here to read more about Literature and Games: 'Playing the Reader'">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 27 Jul 2008 17:40:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[365 Days of Free Games]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read 365 Days of Free Games" href="http://kotaku.com/free-to-play/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">freetoplay</span></a></div -->					<div><a title="Click here to read 365 Days of Free Games" href="http://kotaku.com/5029685/365-days-of-free-games" class="pp_image">
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				 Bored this summer?  GamesRadar has an appallingly expansive (10 pages!) listing of a wide, wide variety of games available for free, with just about every genre under the sun represented (including the classic <a href="http://nigoro.jp/game/rosecamellia/rosecamellia.php">'Victorian slap-fighting game'</a>).  Many have videos and most have screenshots, so you can just scroll down and see what catches your eye.  Organized into thematic groupings ('King of Pain,' 'Polychromatic,' 'Suburban Drama'), there's plenty of options to please any palette and more than enough games to keep just about anyone busy for a long, long time.  				<a href="http://kotaku.com/5029685/365-days-of-free-games" title="Click here to read more about 365 Days of Free Games">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 27 Jul 2008 15:40:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[China's FerryGame Hiring Former EA Heavy Hitter]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read China's FerryGame Hiring Former EA Heavy Hitter" href="http://kotaku.com/china/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">china</span></a></div -->					<div><a title="Click here to read China's FerryGame Hiring Former EA Heavy Hitter" href="http://kotaku.com/5029556/chinas-ferrygame-hiring-former-ea-heavy-hitter" class="pp_image">
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				  A number of Chinese companies are nothing if not shrewd &mdash; in a smart business move, FerryGame has hired former EA executive producer and Heavy Iron founder Steve Gray to oversee their product lineup and future forays into the MMO/'advanced casual' market.  Ranging from typical MMOs to a music/dance/'catwalk' game, FerryGame looks like they're ready to take on some of the big dogs of the domestic Chinese market, and Gray will surely be an asset:				<a href="http://kotaku.com/5029556/chinas-ferrygame-hiring-former-ea-heavy-hitter" title="Click here to read more about China's FerryGame Hiring Former EA Heavy Hitter">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 26 Jul 2008 15:40:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Going For the Mass Market: Good News or Bad?]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Going For the Mass Market: Good News or Bad?" href="http://kotaku.com/casual-games/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">casualgames</span></a></div -->					<div><a title="Click here to read Going For the Mass Market: Good News or Bad?" href="http://kotaku.com/5027004/going-for-the-mass-market-good-news-or-bad" class="pp_image">
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				 I've read a number of thought-provoking pieces over at Only a Game, and this week Chris Bateman has a meditation up on Nintendo, the 'mass market,' moving away from games, and what this could spell for the industry at large.  Is it really all it's cracked up to be?  Unlike most of my favorite essays from Bateman, this one is pretty short and digestible &mdash; he points out that aggressively pursuing the 'mass market' (casual market) is working out splendidly for Nintendo, but he wonders if aggressively targeting that market inherently means moving <i>away</i> from games.  And what about the industry at large?  Well, that's not so clear:				<a href="http://kotaku.com/5027004/going-for-the-mass-market-good-news-or-bad" title="Click here to read more about Going For the Mass Market: Good News or Bad?">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 19 Jul 2008 17:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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			<title><![CDATA[Is Exclusivity Hurting Digital Downloads?]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Is Exclusivity Hurting Digital Downloads?" href="http://kotaku.com/industry/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">industry</span></a></div -->					<div><a title="Click here to read Is Exclusivity Hurting Digital Downloads?" href="http://kotaku.com/5024689/is-exclusivity-hurting-digital-downloads" class="pp_image">
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				 Gamasutra has an interesting look at the issue of casual portal exclusives and how such exclusives may be hurting the casual games industry &mdash; and pulling developers into a no-win fray.  Russell Carroll compares the digital milieu to regular retail establishments: "I can't imagine having to go to Target to get EA games and to Wal-Mart to get Activision games," and notes that this <i>could</i> be a good thing if it winds up being a Pepsi/Coke type thing (which, frankly, I can't quite imagine, since beverages and games are just slightly different animals).  And what of the poor developers?:				<a href="http://kotaku.com/5024689/is-exclusivity-hurting-digital-downloads" title="Click here to read more about Is Exclusivity Hurting Digital Downloads?">More&nbsp;&raquo;</a>
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			<category><![CDATA[Iwin]]></category>
			<pubDate><![CDATA[Sun, 13 Jul 2008 16:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Maggie Greene]]></dc:creator>
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