nr |
titel |
auteur |
tijdschrift |
jaar |
jaarg. |
afl. |
pagina('s) |
type |
1 |
Aesop for a digital age
|
Harrison, Jonathan |
|
2014 |
3 |
2 |
p. 196-199 |
artikel |
2 |
Case study — critical analysis of the educational game 56 Sage Street
|
Chandran, Prathap |
|
2014 |
3 |
2 |
p. 7-39 |
artikel |
3 |
Editorial: We got lucky - now we are going viral
|
Sutherland, Malcolm |
|
2014 |
3 |
2 |
p. 4-6 |
artikel |
4 |
Education and training for the video games industry
|
Sutherland, John |
|
2014 |
3 |
2 |
p. 205-207 |
artikel |
5 |
Everyone is a games developer
|
Scragg, Lol |
|
2014 |
3 |
2 |
p. 203-204 |
artikel |
6 |
‘Makes you think?’ How videogames have a history of neglecting to challenge social conventions
|
Metson, Rich |
|
2014 |
3 |
2 |
p. 64-82 |
artikel |
7 |
Navigation and immersion of blind players in text-based games
|
Spiel, Katharina |
|
2014 |
3 |
2 |
p. 130-152 |
artikel |
8 |
Opinion piece on what is missing in games — the state of emergent play
|
Butler, James O. |
|
2014 |
3 |
2 |
p. 190-193 |
artikel |
9 |
Procedural Aesthetics — Building a toolset of aesthetic devices for generative games design
|
Stockham, Matt |
|
2014 |
3 |
2 |
p. 153-187 |
artikel |
10 |
Sounding off on sound
|
Grimshaw, Mark |
|
2014 |
3 |
2 |
p. 194-195 |
artikel |
11 |
Spatializing play structures and interaction flow using GSML (Game System Modelling Language)
|
Emms, Richard |
|
2014 |
3 |
2 |
p. 40-53 |
artikel |
12 |
Square pegs and round holes — games in the liberal arts
|
Terkerust, Jim |
|
2014 |
3 |
2 |
p. 208-211 |
artikel |
13 |
What’s fun got to do with it?
|
Robinson, Sheila |
|
2014 |
3 |
2 |
p. 200-202 |
artikel |
14 |
Wrestling with the Controller: Why professional wrestling’s relationship with realism and narrative has hindered its remediation into computer game form
|
Roddy, Frank |
|
2014 |
3 |
2 |
p. 83-99 |
artikel |
15 |
“You have all the weapons you need” — Sucker Punch and the Multiform Gaze
|
McKeown, Conor |
|
2014 |
3 |
2 |
p. 54-63 |
artikel |