When catering your game to specific demos, your games core mechanics and game loop must be strategic and seldom changed.
Demographic matching has the greatest impact on play habits.
With 60 second capped game time this casual games fast paced play style caters to a significantly large female demographic.
High level breakdown: Match 3 puzzles, Social connect, friends leaderboard, high score incentive.
Player habits:
Touted as the king of mid core games with peak revenues of (est) $700,000/day.
High level breakdown: Resource management, form clans with friends, attack other players, levelling mechanic, virtual currency, grind or pay.
Player habits:
A hard core console/PC game whose audience bases their day around their game time.
High level breakdown: FPS (First person shooter), high skill cap, form clans, build towards better weapons, levelling mechanic, DLC (Downloadable content $$).
Player habits:
Demographics are highly influential on user types.
Think about the three user types like this:
(1) Hardcore arranges their schedules around their gaming.
(2) Mid-core arranges their gaming around their daily schedule.
(3) Casual entertains self with games when time presents
itself.
If you're building a game for casual players, and you're a hardcore gamer, you need to shelve pre-conceived notions of what's fun for you.