Journal: The Computer Games Journal

Volume 9, Issue 4

349 -- 368Reyhaan King, Teresa de la Hera. Fortnite Streamers as Influencers: A Study on Gamers' Perceptions
369 -- 382Shu-Chen Chang, Yu-Ping Chiu, Jiann-Chyau Hwang. Determining Satisfaction from Gameplay by Discussing Flow States Related to Relaxation and Excitement
383 -- 399Anna Schlomann, Peter Rasche. Same but Different: A Comparison of Players' Perceptions and Motivational Factors in Two Commercially Available AR Games
401 -- 420Rebecca Sevin, Whitney DeCamp. Video Game Genres and Advancing Quantitative Video Game Research with the Genre Diversity Score
421 -- 452Bekir Öztürk, Ahmet Oguz Akyüz. Realistic Lighting for Interactive Applications Using Semi-Dynamic Light Maps

Volume 9, Issue 3

263 -- 280I-Huan Chiang, Chung-Ming Huang, Nien-Hu Cheng, Hsin-Yu Liu, Shi-Chun Tsai. Efficient Exploration in Side-Scrolling Video Games with Trajectory Replay
281 -- 304Seyed Javad Seyed Aboutorabi, Mohammad Hossein Rezvani. An Optimized Meta-heuristic Bees Algorithm for Players' Frame Rate Allocation Problem in Cloud Gaming Environments
305 -- 306Hannah R. Marston, María del Carmen Miranda Duro. Correction to: Revisiting the Twentieth Century Through the Lens of Generation X and Digital Games: A Scoping Review
307 -- 0Theresa Jean Tanenbaum. Correction to: Hermeneutic Inquiry for Digital Games Research
309 -- 310Connor McKee. A. Drachen, P. Mirza-Babaei and L. Nacke: Games User Research
311 -- 329Joshua D. Miner. Monitoring Simulated Worlds in Indigenous Strategy Games
331 -- 347Uwe Terton, Graeme Smyth, Hattie Wright. CliNCare: An Educational Game - The Reasoning Behind the Graphic Choices and Their Impact on Player Opinions

Volume 9, Issue 2

121 -- 126Hannah R. Marston, Ahmad Azadvar. Defeating the Boss Level ... Exploring Inter-and-Multigenerational Gaming Experiences
127 -- 161Hannah R. Marston, María del Carmen Miranda Duro. Revisiting the Twentieth Century Through the Lens of Generation X and Digital Games: A Scoping Review
163 -- 188Martti Havukainen, Teemu Henrikki Laine, Timo Martikainen, Erkki Sutinen. A Case Study on Co-designing Digital Games with Older Adults and Children: Game Elements, Assets, and Challenges
189 -- 205Constance Lafontaine, Kim Sawchuk, Scott DeJong. Social Justice Games: Building an Escape Room on Elder Abuse through Participatory Action Research
207 -- 219Madeline M. Marello, Michaela S. Clark, Julie Hicks Patrick. Pokémon GO: Gotta Catch 'Em All... but with My Younger Friends
221 -- 244Najmeh Khalili-Mahani, Bob De Schutter, Mahsa Mirgholami, Eileen Mary Holowka, Rebecca Goodine, Scott DeJong, Roseleen McGaw, Sue Meyer, Kim Sawchuk. For Whom the Games Toll: A Qualitative and Intergenerational Evaluation of What is Serious in Games for Older Adults
245 -- 262Ahmad Azadvar, Ebba Dalqvist. Aging Agents: Cross Generational Analysis of Behavior and Need Satisfaction Among Players of Tom Clancy's The Division 2

Volume 9, Issue 1

5 -- 14Josh Fishburn. Games Education Within the Broader Liberal Arts
15 -- 27Danny Godin, Guillaume Roux-Girard, Jean-Pierre Flayeux, Jean-Philippe Boisvert, Sébastien Savard. Game Development Praxiography: A Methodological Approach to Setup a Knowledge Brokering Pipeline Between Higher Education Institutions and the Game Development Industry
29 -- 44Richard Hurford, Jessica LaCombe, Adam Martin. The Mirror's Edge: Creating a Dynamic Games Course That Reflects Industry Practices and Manages Student Expectations
61 -- 74Konstantinos Ntokos. The Blackthorn Manor: A Case Study in Teaching Software Engineering for Computer Games Courses Using CodePlay Framework
91 -- 120Malcolm Sutherland. Evidence of Poor Writing and Academic Standards Among University Students in the UK, and the Need for More Rigorous Accreditation of Degree Courses