They can then spend the electronic currency on multiplayer games, casual games, and virtual worlds.
Roku is the leading streaming platform for delivering video, music and casual games to the TV.
Roku is a leading streaming platform for delivering video, music and casual games to the TV.
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Culturally, at least, casual games--and the women who pay for them--aren't just part of the mainstream.
To be sure, classifying casual games as "games for girls" would not be fair.
The business of cranking out casual games--snack-sized alternatives to time-consuming fare like "World of Warcraft"--is mushrooming.
Meanwhile, more cheap, casual games should be made for the system, to compliment the AAA titles.
Roku is the leading dedicated streaming platform for delivering video, music and casual games to the TV.
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There could also be casual games and more apps, anything that keeps young viewers connected to the Smosh brand.
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Casual games and webgames comprise the hottest games market segment in China today.
The quick, casual games that have blossomed across social networks and mobile phones are now a very big deal.
"Infinity Blade, " meanwhile, is Apple's answer to serious gamers who think the iPhone is only for silly casual games.
If you shift over to the world of casual games, cheats are even more of an overt form of currency.
Facebook may be the go-to site for casual games selling virtual goods now, but its reign may not last forever.
Big companies Electronic Arts and Lycos acquired startups years ago that specialized in casual games such as Pogo and Gamesville.
Numerous strong Chinese online game operators compete head-to-head for MMORPG market share, but Tencent reigns supreme for advanced casual games.
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Shrewd entrepreneurs are already taking this to a new level, offering so-called "casual games" specifically targeted at an older, female audience.
Tencent is a minority investor in VinaGame and has struck a deal to bring its QQ chat and casual games to VinaGame.
The Seattle-based casual games publisher, founded in 2002, has nearly 500 employees and boasts more than 2, 500 games in its online catalog.
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Facebook is also a great way to help market less casual games.
But before casual games, Apple had their sights set on the hardcore.
This casual games site is extremely sticky with an average playing time of 28 minutes per player, resulting in 5 billion minutes monthly.
's Galaxy Tab have become go-to machines for a new swath of casual games that are either free or cost a few dollars.
Another company that caught my eye was TapToLearn, which is developing casual games to teach young children subjects such as math and grammar.
That could slow down the more development of more complicated games, but the strength of iOS has always been the volume of casual games.
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Casual games have been nicely adapted for the rise of mobile devices, utilizing rich graphics, speed, touch and sensors all packed into simple apps.
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Even social networks like Facebook and Bebo are getting a makeover as developers hard-wire casual games into online social networks (see "Facebook's Winning Game").
From its line-up of casual games and demonstrations, Microsoft clearly intends to expand beyond its hardcore segment of gamers into a broader audience that includes families.
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Casual games played through portals and social games played through SNS sites will continue to broaden the gaming population across the spectrum of age, geography and income.
News sources also mention smartphones and casual games, and I think those have a much bigger impact on the industry than most core gamers want to admit.
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