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	<title>Comments on: Games For A 10% Attention Span</title>
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	<link>http://pointlinesquare.com/2008/07/games-for-a-10-attention-span/</link>
	<description>game design evolution</description>
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		<title>By: 90 Seconds vs. 90 Minutes &#8212; Point Line Square</title>
		<link>http://pointlinesquare.com/2008/07/games-for-a-10-attention-span/comment-page-1/#comment-44</link>
		<dc:creator>90 Seconds vs. 90 Minutes &#8212; Point Line Square</dc:creator>
		<pubDate>Mon, 12 Mar 2012 18:17:10 +0000</pubDate>
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		<description>[...] play lengths have changed a lot over the past two decades.  There may even be a case against thinking in discreet segments at all.  Nevertheless, it&#8217;s worth applying the general concept to the wide range of gaming [...]</description>
		<content:encoded><![CDATA[<p>[...] play lengths have changed a lot over the past two decades.  There may even be a case against thinking in discreet segments at all.  Nevertheless, it&#8217;s worth applying the general concept to the wide range of gaming [...]</p>
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		<title>By: Casual Vs. Hardcore Play: Wrong Question &#8212; Point Line Square</title>
		<link>http://pointlinesquare.com/2008/07/games-for-a-10-attention-span/comment-page-1/#comment-41</link>
		<dc:creator>Casual Vs. Hardcore Play: Wrong Question &#8212; Point Line Square</dc:creator>
		<pubDate>Mon, 27 Feb 2012 16:02:30 +0000</pubDate>
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		<description>[...] make something casual is to make it accessible.  There’s not much more to it than that.  Attention friendly, light on commitment, easy to understand, and so forth.  These are product characteristics not audience [...]</description>
		<content:encoded><![CDATA[<p>[...] make something casual is to make it accessible.  There’s not much more to it than that.  Attention friendly, light on commitment, easy to understand, and so forth.  These are product characteristics not audience [...]</p>
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