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Journal: The Computer Games Journal
Home
Index
Info
Volume
Volume
3
, Issue
2
4
--
6
Malcolm Sutherland
.
Editorial: We got lucky - now we are going viral
7
--
39
Prathap Chandran
.
Case study - critical analysis of the educational game 56 Sage Street
40
--
53
Richard Emms
,
Dennis Wixon
,
Simon Wiscombe
,
Yasser Malaika
.
Spatializing play structures and interaction flow using GSML (Game System Modelling Language)
54
--
63
Conor McKeown
,
Jenna Ng
.
"You have all the weapons you need" - Sucker Punch and the Multiform Gaze
64
--
82
Rich Metson
,
Jon Weinbren
.
'Makes you think?' How videogames have a history of neglecting to challenge social conventions
83
--
99
Frank Roddy
.
Wrestling with the Controller: Why professional wrestling's relationship with realism and narrative has hindered its remediation into computer game form
130
--
152
Katharina Spiel
,
Sven Bertel
,
Michael J. Heron
.
Navigation and immersion of blind players in text-based games
153
--
187
Matt Stockham
.
Procedural Aesthetics - Building a toolset of aesthetic devices for generative games design
190
--
193
James O. Butler
.
Opinion piece on what is missing in games - the state of emergent play
194
--
195
Mark Grimshaw
.
Sounding off on sound
196
--
199
Jonathan Harrison
.
Aesop for a digital age
200
--
202
Sheila Robinson
.
What's fun got to do with it?
203
--
204
Lol Scragg
.
Everyone is a games developer
205
--
207
John Sutherland 0001
.
Education and training for the video games industry
208
--
211
Jim Terkerust
.
Square pegs and round holes - games in the liberal arts
Volume
3
, Issue
1
3
--
0
.
Taking The Computer Games Journal to the next level - A farewell message from the editors-in-chief
5
--
18
Leigh Achterbosch
,
Charlynn Miller
,
Christopher Turville
,
Peter Vamplew 0001
.
Griefers versus the Griefed - what motivates them to play Massively Multiplayer Online Role-Playing Games?
19
--
33
Edgar Omar Cebelledo Gutierrez
,
Olga De Troyer
.
Dialogue and social behaviour of agents in games
34
--
53
Michael J. Heron
,
Pauline Belford
.
'It's only a game' - ethics, empathy and identification in game morality systems
54
--
61
Adam Ho
.
The value of being powerful or beautiful in games - how game design affects the value of virtual items
62
--
94
Adam Kale
.
Using motion capture to produce learning software to aid teachers of sign language
95
--
124
Martin Williamson Smith
,
Wei Sun
,
John Sutherland 0001
,
Bobby Mackie
.
Game advertising: a conceptual framework and exploration of advertising prevalence