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The Computer Games Journal, Volume 3
Volume 3, Number 1, March 2014
- Taking The Computer Games Journal to the next level - A farewell message from the editors-in-chief. 3
- Leigh Achterbosch, Charlynn Miller, Christopher Turville, Peter Vamplew:
Griefers versus the Griefed - what motivates them to play Massively Multiplayer Online Role-Playing Games? 5-18 - Edgar Omar Cebelledo Gutierrez, Olga De Troyer:
Dialogue and social behaviour of agents in games. 19-33 - Michael J. Heron, Pauline Belford:
'It's only a game' - ethics, empathy and identification in game morality systems. 34-53 - Adam Ho:
The value of being powerful or beautiful in games - how game design affects the value of virtual items. 54-61 - Adam Kale:
Using motion capture to produce learning software to aid teachers of sign language. 62-94 - Martin Williamson Smith, Wei Sun, John Sutherland, Bobby Mackie:
Game advertising: a conceptual framework and exploration of advertising prevalence. 95-124
Volume 3, Number 2, October 2014
- Malcolm Sutherland:
Editorial: We got lucky - now we are going viral. 4-6 - Prathap Chandran:
Case study - critical analysis of the educational game 56 Sage Street. 7-39 - Richard Emms, Dennis R. Wixon, Simon Wiscombe, Yasser Malaika:
Spatializing play structures and interaction flow using GSML (Game System Modelling Language). 40-53 - Conor McKeown, Jenna Ng:
"You have all the weapons you need" - Sucker Punch and the Multiform Gaze. 54-63 - Rich Metson, Jon Weinbren:
'Makes you think?' How videogames have a history of neglecting to challenge social conventions. 64-82 - Frank Roddy:
Wrestling with the Controller: Why professional wrestling's relationship with realism and narrative has hindered its remediation into computer game form. 83-99 - Katharina Spiel, Sven Bertel, Michael J. Heron:
Navigation and immersion of blind players in text-based games. 130-152 - Matt Stockham:
Procedural Aesthetics - Building a toolset of aesthetic devices for generative games design. 153-187 - James O. Butler:
Opinion piece on what is missing in games - the state of emergent play. 190-193 - Mark Grimshaw:
Sounding off on sound. 194-195 - Jonathan Harrison:
Aesop for a digital age. 196-199 - Sheila Robinson:
What's fun got to do with it? 200-202 - Lol Scragg:
Everyone is a games developer. 203-204 - John Sutherland:
Education and training for the video games industry. 205-207 - Jim Terkerust:
Square pegs and round holes - games in the liberal arts. 208-211
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