Journal: The Computer Games Journal

Volume 1, Issue 2

2 -- 3Jim Scullion. Editorial: Technical Creatives - Teaching Computer Games
5 -- 15Johnathan Carruthers. A balanced analysis of the evidence for the effects of violent video games on social behaviour
16 -- 39Jerome Challet. Can emotions be used to develop a video game? A case study using MyndBowling
39 -- 69Tomas Iverson. The 'Active Novel': an investigation of the creative interface between the graphic novel and the video game
70 -- 81Gavin Reid. Motivation in video games: a literature review
82 -- 108Katherine Roberts. A sociological exploration of a female character in the Metroid videogames series

Volume 1, Issue 1

3 -- 4John Sutherland 0001, Tony Maude, Malcolm Sutherland. Editorial: the vision for The Computer Games Journal
5 -- 16Pierre Corbeil. Developing concepts and tools useful to electronic games from and for history
17 -- 28Allan Fowler, Teale Fristoe, Matthew MacLauren. Kodu Game Lab: a programming environment
29 -- 38Michael J. Heron. Inaccessible through oversight: the need for inclusive game design
39 -- 50Nigel McKelvey. Applying ethics to modern games development
51 -- 70Martin 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 -- 89Ben MacKinnon. Adaptive AI in a racing simulator: a challenging and fun environment for any user
90 -- 102Hannah R. Marston. Older adults as 21st century game designers
103 -- 111Christoffer Pettersson. The advantages and disadvantages of MMORPG video games for learning English as a second language