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The Computer Games Journal, Volume 2
Volume 2, Number 1, March 2013
- Mike Reddy:
Editorial: games, Ghandi and wrecked trains. 3-6 - Nazlena Mohamad Ali, Siti Zahidah Abdullah
, Juhana Salim, Hyowon Lee:
Exploring user experience in game interface: a case study of The Sims 3. 6-18 - Anil Bilgihan, Cihan Cobanoglu, Khaldoon Nusair, Fevzi Okumus, Milos Bujisic:
A quantitative study exploring the difference between gaming genre preferences. 19-40 - Christopher Dutton:
Correctly and accurately combining normal maps in 3D engines. 41-54 - Michael J. Heron:
"Likely to be eaten by a Grue" - the relevance of text games in the modern era. 55-67 - Maria Mavrommati, Despina Makridou Bousiou, Pierre Corbeil:
Learning to "do history" through gameplay. 68-84 - Gregory S. Penninck:
Real time muscle texture morphing. 85-99
Volume 2, Number 2, August 2013
- Phil Carlisle:
Editorial: the need to develop and play video games in order to understand them. 3-4 - Raymond Usher, Paul Robertson, Robin J. S. Sloan:
Physical responses (arousal) to audio in games. 5-13 - Sean Reilly, Gordon Dow:
Technical paper: running a business in The Cloud. 14-51 - Nicola Gallacher:
Game audio - an investigation into the effect of audio on player immersion. 52-79 - Martin Williamson Smith, John Norman Sutherland:
On keeping graduates maximally skilled - and visibly so - in order to enter the computer games industry as software developers. 80-102 - Stephen Gormanley:
Audio immersion in games - a case study using an online game with background music and sound effects. 103-124 - Christopher Reilly, Kevin Chalmers:
Game physics analysis and development - a quality-driven approach using the Entity Component Pattern. 125-153
Volume 2, Number 3, December 2013
- Tony Maude:
Rise early, work hard, strike oil, maximise your opportunity. 3-4 - Euan Black:
Entrepreneurialism, the games industry and universities. 5-14 - Adam Green:
I messed up a lot in Year 1...and it was awesome. 15-21 - Myriam Davidovici-Nora:
Innovation in business models in the video game industry: Free-To-Play or the gaming experience as a service. 22-51 - John Sutherland:
A personal reflection by a serial entrepreneur on the failings of the digital media company, TuDocs Ltd. 52-76 - Malcolm Sutherland:
Four interviews with young Scottish students and graduates from a 1990s Scottish university who set up new-start computer games studios. 77-102 - Allan Taylor, Charles Malone:
'Control-alt-delete' management: democratisation under the social interaction of the internet. 103-109
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