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The Computer Games Journal Ltd Registered Company No ISSN 2052-773X The Computer Games Journal Ltd Registered company no. SC 441838 Registered address: 5 Golf Course Rd, Skelmorlie, North Ayrshire, UK (post code PA17 5BH) journal website: www.computergamesjournal.com journal enquiries: [email protected] The Computer Games Journal Volume 1, Edition 1 (Whitsun 2012) Reproduction rights owned by The Computer Games Journal Ltd ©2012-13 The Computer Games Journal 1(1) Whitsun 2012 The Computer Games Journal Editor-in-Chief Dr John N Sutherland BSc, MSc, EdD, CEng, CISE, CISP, MBCS Deputy Editors-in-Chief Dr Tony Maude BSc (Hons), PhD, BD (Hons) Dr Malcolm Sutherland BSc (Hons), PhD Editorial Board Prof. Alonzo Addison, University of California Dr Kenny MacAlpine, University of Abertay Dundee Aaron Allport, Blitz Games Studios Dr Hannah Marston, Deutsche Sporthochschule, Koln Jennifer Ash, IBM Alex McGivern, Reality Council Brian Baglow, Revolver PR Stephen McGlinchey, Eurocom Developments Ltd Dawn Beasley, Mission Resourcing Ltd Simon Meek, Tern Digital Pauline Belford, Edinburgh Telford College Andy Miah, Creative Futures Research Council Matt Black, Blitz Games Studios John Nash, Blitz Games Studios Kim Blake, Blitz Games Studios Walter Patterson, e3Net Peter Bloomfield; Software Engineer, Vertual Ltd Gary Penn, Denki Ltd Prof. Paul Bourke, University of Western Australia Eve Penford-Dennis (freelance game developer) Dr Fiona Cameron, University of Western Sydney Dr Mike Reddy, Newport University Phil Carlisle, Namaste Prof. Skip Rizzo, University of Southern California Dr Prathap Chandran, Smartlearn Telcomp Derek Robertson, Learning and Teaching Scotland Pierre Corbeil, retired professor, Quebec Sheila Robinson, Solvebrand Gordon Dow, PowerLunchClub Ltd Karl Royle, University of Wolverhampton Barry Elder, Digital Minds Mario Santana, VSMM Society Laurence Emms, Pixar Lol Scragg, Gamify Consultancy David Farrell, Glasgow Caledonian University Matt Seeney, Gameology Consultancy Dr Antonio Ramires, Universidade do Minho Stuart Slater, University of Wolverhampton Ross Forshaw, Linx Online Ltd Martin Williamson Smith, TuDocs Ltd Bill Gallacher, Reid Kerr College Colin Smyth, Blitz Games Studios Alan Gauld, BT Prof. Ian Smythe, Newport University Remi Gillig, Asobo Studio Mazen Sukkar, Headstrong Games Jullian Gold, Short Fuse Ltd David Thomson, founder of Ludometrics Natalie Griffith, Blitz Games Studios Prof. Jim Terkeurst, University of Winsconsin Richard Hackett, Blitz Games Studios Prof. Harold Thwaites, Multimedia University Cyberjaya Muhammad Nouman Hanif, Radius Interactive Prof. Olga de Troyer, Vrije Universiteit Brussel Douglas Henry, Bigpoint Chris Viggers, Blitz Games Studios Michael Heron, Epitaph Online Dr Krzysztof Walczak, Poznan University of Economics Mark Hobbs, Natural Motion Peter Walsh, Vancouver Film School Prof. Charalampos Karagiannidis, University of Thessaly Richard Wilson, TIGA Romana Khan, Caledonian University Shaun Wilson, RMIT University Chris van der Kuyl, Brightsolid Chris Wright, Games Analytics Prof. Ian Marshall, Coventry University Anne Wuebbenhorst, Digital Goldfish Aims of The Computer Games Journal The focus of The Computer Games Journal is on new and emerging technologies, market trends and other critical issues facing the computer games industry. The journal draws particular attention to research by undergraduate and postgraduate students, and commentary by industry professionals. The intention is to promote and publish information, which is of direct relevance to both computer games entrepreneurs and to students who are intent on developing a career in the industry. Reproduction rights owned by Papers copyright of the authors ©2012 1 The Computer Games Journal Ltd ©2012-13 www.computergamesjournal.com The Computer Games Journal 1(1) Whitsun 2012 The Computer Games Journal Whitsun 2012: Contents Editorial The vision for The Computer Games Journal Tony Maude, John Sutherland, Malcolm Sutherland 3 - 4 Research Papers Developing concepts and tools useful to electronic games from and for history Pierre Corbeil 5 - 16 Kodu Game Lab: a programming environment Allan Fowler, Teale Fristce, Matthew MacLauren 17 - 28 Inaccessible through oversight: the need for inclusive game design Michael Heron 29 - 38 Applying ethics to modern games development Nigel McKelvey 39 - 50 A case study on the successes and difficulties of running an online e-portfolio support site for digital media students Martin Smith, John Sutherland, Malcolm Sutherland 51 - 70 Dissertation-based Papers Adaptive AI in a racing simulator: a challenging and fun environment for game users Ben MacKinnon 71 - 89 Older adults as 21st century game designers Hannah Marston 90 - 102 Essays The advantages and disadvantages of MMORPG video games for learning English as a second language Christoffer Pettersson 103 - 111 Reproduction rights owned by Papers copyright of the authors ©2012 2 The Computer Games Journal Ltd ©2012-13 www.computergamesjournal.com The Computer Games Journal 1(1) Whitsun 2012 Editorial: the vision for The Computer Games Journal Written by the editors in chief The computer games industry is, and always has been, an industry in rapid flux, with a wide range of products on offer, and which is reliant on a diverse range of technologies and an advanced skill base. Every week there is a new development, a new product, a technological challenge or an unexpected market trend. There is more to the industry than selling commercial games for customers‘ leisure: computer games and the industry‘s technologies have been used by the medical profession, by schools and by the military for many years. At a recent conference at the Scottish Parliament earlier this year, Colin Anderson of Denki Studios Ltd claimed, ―the games industry is the canary in the cage‖. He observed that the rise and fall of the industry precedes and reflects the rise and fall of the economy as a whole. The games industry is extremely diverse, complicated and unpredictable, and surely a goldmine for researchers. This is by no means the first computer games-related journal. As some of our friends and colleagues asked us, why start another computer games journal? There are three main reasons: 1: a lot of useful information goes missing Student dissertations and essays, and ideas and articles by industry professionals, seldom see the light of day in research journals. Countless essays and dissertations are hidden in lecturers‘ offices or libraries and forgotten. Furthermore, there have been some games research conferences with no proceedings, and the presentations by the speakers eventually get deleted. The Computer Games Journal will contain more than the standard academic papers. We also want to publish material sourced from student coursework and dissertations, proceedings of games conferences, and commentary (even blogs) from industry professionals. 2: existing research tends to be limited in scope There is an abundance of academic papers on how the graphic content of computer games can affect individuals and society; or on some small algorithm; or on the applications for ―serious‖ games. We are not condemning researchers for working in these subject fields. However, it would be refreshing to find published research on other pressing and commercially relevant issues. For example: which games consoles are in decline and why? What are the latest products, and what are the underlying technologies and business strategies? Which games consoles or platforms are on the ascendant, and why? What are the jobs on offer in the games industry? What technical and soft skills are required of games industry workers, and why is there a deficiency in the skills base? How do governments regulate the content on computer games and on their distribution? What are the impacts of current legislation, e.g. tax breaks or charges, or laws restricting or banning certain content? 3: we want this journal to be accessible and accountable A lot of existing academic journals appear stuffy and hark from a previous era. There are several journals with the standard layout, which has existed for decades: all black and white, with the two columns of microscopic Times font. So many journals contain dozens of early/pre-1990s issues, Reproduction rights owned by Papers copyright of the authors ©2012 3 The Computer Games Journal Ltd ©2012-13 www.computergamesjournal.com The Computer Games Journal 1(1) Whitsun 2012 which do not exist online. Some games journals do exist entirely in an online format, but we want to do more than simply upload a paper onto the web: - The Computer Games Journal will exist entirely online, and visitors will be allowed to download and print our papers. - We will do away with the usual Times font and tedious layout: we will keep the layout simple, and include headings, tables and figures in colour in our publications. - We will install a Disqus system, which will enable our readers to make comments beneath individual papers. We want this journal to feel more like a conference or a popular magazine, where public opinion and scrutiny is permitted. We appreciate that we are taking a high risk - and how appropriate - given that the computer games industry is a high-risk sector. Indeed, it is the element of Risk, which defines a game. We want to do more than publish a few academic papers. We invite researchers, students and industry professionals to disseminate and discuss information online. Improving the presentation and expanding the content of a journal, seems more adventurous…and will surely be more memorable and
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