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The Computer Games Journal, Volume 1
Volume 1, Number 1, May 2012
- John Sutherland, Tony Maude, Malcolm Sutherland:
Editorial: the vision for The Computer Games Journal. 3-4 - Pierre Corbeil:
Developing concepts and tools useful to electronic games from and for history. 5-16 - Allan Fowler, Teale Fristoe, Matthew MacLauren:
Kodu Game Lab: a programming environment. 17-28 - Michael J. Heron:
Inaccessible through oversight: the need for inclusive game design. 29-38 - Nigel McKelvey:
Applying ethics to modern games development. 39-50 - Martin Williamson Smith, John Sutherland, Malcolm Sutherland:
A case study on the successes and difficulties of running an online e-portfolio support site for digital media students. 51-70 - Ben MacKinnon:
Adaptive AI in a racing simulator: a challenging and fun environment for any user. 71-89 - Hannah R. Marston
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Older adults as 21st century game designers. 90-102 - Christoffer Pettersson:
The advantages and disadvantages of MMORPG video games for learning English as a second language. 103-111
Volume 1, Number 2, November 2012
- Jim Scullion:
Editorial: Technical Creatives - Teaching Computer Games. 2-3 - Johnathan Carruthers:
A balanced analysis of the evidence for the effects of violent video games on social behaviour. 5-15 - Jerome Challet:
Can emotions be used to develop a video game? A case study using MyndBowling. 16-39 - Tomas Iverson:
The 'Active Novel': an investigation of the creative interface between the graphic novel and the video game. 39-69 - Gavin Reid:
Motivation in video games: a literature review. 70-81 - Katherine Roberts:
A sociological exploration of a female character in the Metroid videogames series. 82-108
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