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The Computer Games Journal, Volume 9
Volume 9, Number 1, March 2020
- Josh Fishburn:
Games Education Within the Broader Liberal Arts. 5-14 - Danny 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. 15-27 - Richard Hurford, Jessica LaCombe, Adam Martin:
The Mirror's Edge: Creating a Dynamic Games Course That Reflects Industry Practices and Manages Student Expectations. 29-44 - Konstantinos Ntokos:
The Blackthorn Manor: A Case Study in Teaching Software Engineering for Computer Games Courses Using CodePlay Framework. 61-74 - Malcolm Sutherland:
Evidence of Poor Writing and Academic Standards Among University Students in the UK, and the Need for More Rigorous Accreditation of Degree Courses. 91-120
Volume 9, Number 2, June 2020
- Hannah R. Marston, Ahmad Azadvar:
Defeating the Boss Level ... Exploring Inter-and-Multigenerational Gaming Experiences. 121-126 - Hannah R. Marston, María del Carmen Miranda Duro:
Revisiting the Twentieth Century Through the Lens of Generation X and Digital Games: A Scoping Review. 127-161 - Martti 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. 163-188 - Constance Lafontaine, Kim Sawchuk, Scott DeJong:
Social Justice Games: Building an Escape Room on Elder Abuse through Participatory Action Research. 189-205 - Madeline M. Marello, Michaela S. Clark, Julie Hicks Patrick:
Pokémon GO: Gotta Catch 'Em All... but with My Younger Friends. 207-219 - Najmeh 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. 221-244 - Ahmad Azadvar, Ebba Dalqvist:
Aging Agents: Cross Generational Analysis of Behavior and Need Satisfaction Among Players of Tom Clancy's The Division 2. 245-262
Volume 9, Number 3, September 2020
- I-Huan Chiang, Chung-Ming Huang, Nien-Hu Cheng, Hsin-Yu Liu, Shi-Chun Tsai:
Efficient Exploration in Side-Scrolling Video Games with Trajectory Replay. 263-280 - Seyed Javad Seyed Aboutorabi, Mohammad Hossein Rezvani:
An Optimized Meta-heuristic Bees Algorithm for Players' Frame Rate Allocation Problem in Cloud Gaming Environments. 281-304 - Hannah 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. 305-306 - Theresa Jean Tanenbaum:
Correction to: Hermeneutic Inquiry for Digital Games Research. 307 - Connor McKee:
A. Drachen, P. Mirza-Babaei and L. Nacke: Games User Research. 309-310 - Joshua D. Miner:
Monitoring Simulated Worlds in Indigenous Strategy Games. 311-329 - Uwe Terton, Graeme Smyth, Hattie Wright:
CliNCare: An Educational Game - The Reasoning Behind the Graphic Choices and Their Impact on Player Opinions. 331-347
Volume 9, Number 4, December 2020
- Reyhaan King, Teresa de la Hera:
Fortnite Streamers as Influencers: A Study on Gamers' Perceptions. 349-368 - Shu-Chen Chang, Yu-Ping Chiu, Jiann-Chyau Hwang:
Determining Satisfaction from Gameplay by Discussing Flow States Related to Relaxation and Excitement. 369-382 - Anna Schlomann, Peter Rasche:
Same but Different: A Comparison of Players' Perceptions and Motivational Factors in Two Commercially Available AR Games. 383-399 - Rebecca Sevin, Whitney DeCamp:
Video Game Genres and Advancing Quantitative Video Game Research with the Genre Diversity Score. 401-420 - Bekir Öztürk, Ahmet Oguz Akyüz:
Realistic Lighting for Interactive Applications Using Semi-Dynamic Light Maps. 421-452
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