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The Computer Games Journal, Volume 6
Volume 6, Numbers 1-2, June 2017
- Christoph Hennersperger, Maximilian Baust:
Play for Me: Image Segmentation via Seamless Playsourcing. 1-16 - Andrew Simon Gilbert:
Crowdfunding Nostalgia: Kickstarter and the Revival of Classic PC Game Genres. 17-32 - Mark Claypool, Artian Kica, Andrew La Manna, Lindsay O'Donnell, Tom Paolillo:
On the Impact of Software Patching on Gameplay for the League of Legends Computer Game. 33-61 - Ryan Rogers, Julia K. Woolley, Brett Sherrick, Nicholas David Bowman, Mary Beth Oliver:
Fun Versus Meaningful Video Game Experiences: A Qualitative Analysis of User Responses. 63-79 - Kenneth B. McAlpine:
Andrew Hewson: Hints & Tips for Videogame Pioneers - Hewson Consultants Ltd., Manchester, UK, 2016, ISBN: 978-1-84499-136-5. 81-83
Volume 6, Number 3, September 2017
- Matthew Whitby:
Designing and Creating a Game Installation. 85-109 - Matthew Whitby, Peter Howell:
Erratum to: Designing and Creating a Game Installation. 111 - Andrew Black:
Lord British's Ethics - Interrogating Virtue in the Ultima: Age of Enlightenment Series. 113-133 - Michael James Heron:
Pacman's Canon in C#: A Quantum Interpretation of Video Game Canon. 135-151 - Matthew Bentley:
The Advanced "Jump-Counting" Skipfield Pattern - A CPU Cache-Efficient Replacement for Boolean Skipfields. 153-169 - Ryan Marcotte, Howard J. Hamilton:
Behavior Trees for Modelling Artificial Intelligence in Games: A Tutorial. 171-184 - Willie Bouwer, Francois Human:
The Impact of the Uncanny Valley Effect on the Perception of Animated Three-Dimensional Humanlike Characters. 185-203 - Jiexin Yi:
Mark J. P. Wolf (ed.): Video Games Around the World - 2015, 697 pp., $45.00, ISBN 978-0-262-52716-3 (pbk). 205-208
Volume 6, Number 4, December 2017
- Andy M. Connor, Taura J. Greig, Jan Kruse:
Evaluating the Impact of Procedurally Generated Content on Game Immersion. 209-225 - Garry Young:
Integrating Poor Taste into the Ongoing Debate on the Morality of Violent Video Games. 227-237 - Rafaello Bergonse:
Fifty Years on, What Exactly is a Videogame? An Essentialistic Definitional Approach. 239-255
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