Journal: The Computer Games Journal

Volume 3, Issue 2

4 -- 6Malcolm Sutherland. Editorial: We got lucky - now we are going viral
7 -- 39Prathap Chandran. Case study - critical analysis of the educational game 56 Sage Street
40 -- 53Richard Emms, Dennis Wixon, Simon Wiscombe, Yasser Malaika. Spatializing play structures and interaction flow using GSML (Game System Modelling Language)
54 -- 63Conor McKeown, Jenna Ng. "You have all the weapons you need" - Sucker Punch and the Multiform Gaze
64 -- 82Rich Metson, Jon Weinbren. 'Makes you think?' How videogames have a history of neglecting to challenge social conventions
83 -- 99Frank Roddy. Wrestling with the Controller: Why professional wrestling's relationship with realism and narrative has hindered its remediation into computer game form
130 -- 152Katharina Spiel, Sven Bertel, Michael J. Heron. Navigation and immersion of blind players in text-based games
153 -- 187Matt Stockham. Procedural Aesthetics - Building a toolset of aesthetic devices for generative games design
190 -- 193James O. Butler. Opinion piece on what is missing in games - the state of emergent play
194 -- 195Mark Grimshaw. Sounding off on sound
196 -- 199Jonathan Harrison. Aesop for a digital age
200 -- 202Sheila Robinson. What's fun got to do with it?
203 -- 204Lol Scragg. Everyone is a games developer
205 -- 207John Sutherland 0001. Education and training for the video games industry
208 -- 211Jim Terkerust. Square pegs and round holes - games in the liberal arts