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Journal: The Computer Games Journal
Home
Index
Info
Volume
Volume
1
, Issue
2
2
--
3
Jim Scullion
.
Editorial: Technical Creatives - Teaching Computer Games
5
--
15
Johnathan Carruthers
.
A balanced analysis of the evidence for the effects of violent video games on social behaviour
16
--
39
Jerome Challet
.
Can emotions be used to develop a video game? A case study using MyndBowling
39
--
69
Tomas Iverson
.
The 'Active Novel': an investigation of the creative interface between the graphic novel and the video game
70
--
81
Gavin Reid
.
Motivation in video games: a literature review
82
--
108
Katherine Roberts
.
A sociological exploration of a female character in the Metroid videogames series
Volume
1
, Issue
1
3
--
4
John Sutherland 0001
,
Tony Maude
,
Malcolm Sutherland
.
Editorial: the vision for The Computer Games Journal
5
--
16
Pierre Corbeil
.
Developing concepts and tools useful to electronic games from and for history
17
--
28
Allan Fowler
,
Teale Fristoe
,
Matthew MacLauren
.
Kodu Game Lab: a programming environment
29
--
38
Michael J. Heron
.
Inaccessible through oversight: the need for inclusive game design
39
--
50
Nigel McKelvey
.
Applying ethics to modern games development
51
--
70
Martin Williamson Smith
,
John Sutherland 0001
,
Malcolm Sutherland
.
A case study on the successes and difficulties of running an online e-portfolio support site for digital media students
71
--
89
Ben MacKinnon
.
Adaptive AI in a racing simulator: a challenging and fun environment for any user
90
--
102
Hannah R. Marston
.
Older adults as 21st century game designers
103
--
111
Christoffer Pettersson
.
The advantages and disadvantages of MMORPG video games for learning English as a second language