


default search action
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

manage site settings
To protect your privacy, all features that rely on external API calls from your browser are turned off by default. You need to opt-in for them to become active. All settings here will be stored as cookies with your web browser. For more information see our F.A.Q.


Google
Google Scholar
Semantic Scholar
Internet Archive Scholar
CiteSeerX
ORCID














