Games (as Developer)


Games (as Supervisor)

An endless runner about the social pressures of vaping developed in collaboration with young people from DataKirk.

A boss-rush action game about social exclusion and misunderstanding developed in collaboration with young people from Ochil Youth Community Improvement (OYCI).

A sports simulation game based on powerchair football developed in collaboration with Tayside Dynamos Powerchair Football Club.

A survival game developed alongside young adults supported through BRAG Enterprises’ Bright Futures programme.

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A Minecraft Education world designed to engage primary schoolchildren in the history of the Isle of Cumbrae.

A narrative platforming game about siblings of children and young people with life-limiting conditions.

A collection of games developed in partnership with Children's Hospices Across Scotland (CHAS).

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An atmospheric game developed in partnership with YMCA Scotland.


Publications

Reid, A. J. (2025) Engaging disadvantaged young adults through collaborative game development. Journal of Applied Youth Studies.

Donald, I. and Reid, A. J. (2024) View from the (Virtual) Terraces: Football Fandom in Videogames. Proceedings from Video Game Cultures (VGC) 2024, 12-14 September, Birmingham, UK.

Donald, I. and Reid, A. J. (2023) Account, Accuracy, and Authenticity: A Framework for Analysing Historical Narratives in Games. In R. Siewald and E. Vollans (eds.), (Not) in the Game: History, Paratexts, and Games, Berlin, Germany: De Gruyter Oldenbourg.

MacLeod, K., Reid, A. J., Donald, I. and Smith, K. (2021) CumbraeCraft: A Virtual Environment for Teaching Cultural Heritage to Primary Schoolchildren. Proceedings from the 15th European Conference on Game-based Learning (ECGBL), 23-24 September, Brighton, UK, pp. 499-508.

Reid, A. J., Smy, P. and Donald, I. (2020) A Theoretical Framework for Game Jams in Applied Contexts. Proceedings from Digital Games Research Association (DiGRA) 2020, 3-6 June, Tampere, Finland.

Donald, I. and Reid, A. J. (2020) The Wild West: Accuracy, Authenticity and Gameplay in Red Dead Redemption 2. Media Education Journal, 66.

Reid, A. J. (2019) Project:Filter - Using Applied Games to Engage Secondary Schoolchildren with Public Policy. Journal of Virtual Worlds Research, 12(2).

Reid, A. J. (2018) The Development and Application of a Serious Game for Raising Awareness and Understanding of noPILLS: A Game-based Learning Approach. [PhD Thesis] Glasgow Caledonian University.

Ramzan, R. and Reid, A. J. (2016) The Importance of Game Jams in Serious Games. Proceedings from the 10th European Conference on Game-based Learning (ECGBL), 6-7 October, Paisley, UK.

Reid, A. J. (2015) Playful Politics: Developing a Framework for Designing Video Games for Political Participation in the United Kingdom. Press Start, 2(2).

Reid, A. J. (2015) Designing Video Games to Encourage Political Participation in the United Kingdom. [Dissertation] Abertay University.


Projects

Digital Youth Work | YouthLink Scotland

Applied Games for Youth Employability | BRAG Enterprises

Applied Games with Lived Experiences | Children’s Hospices Across Scotland

Applied Games for Education and Training | NHS Tayside, Step Change in Safety, ACOP

Applied Games for Historical Engagement | Historic Dunkeld, V&A Dundee, 3A Framework

Games, Outreach, and Widening Access | Young Academy of Scotland


Talks and Presentations

Tribal Revolutionnaire: Depicting Oppression and Upheaval in We. The Revolution
The Interactive Pasts Conference 3, 26th May 2023

Project Filter and the Game and Experiment Model
Game Think 2.0, 3rd February 2017


Supervisions

Current

Brown, G. How Can Visual Design Practice Impact Athletic Performance in Exergames? | PhD | 2020-present

Demuth, A. Mapping for Social Innovation. | PhD | 2023-present

Ralph, E. Serious Games for Conservation and Environmental Sustainability: A Practice-based Approach. | PhD | 2024-present

McFawns, D. Selves in Synthesis: A Philosophical Investigation into the Coalesced Agency Between Player and Character. | MbR | 2024-present

Arnold, D. Can Video Games be Used as Relief from Compounding Psychological Factors of Long Term Chronic Pain? | MbR | 2024-present

Completed

Saienko, O. (2025) Application of Participatory Design to Facilitate Social Innovation Concept with Third Sector Organisations. [PhD] Abertay University.

Simpson, F. (2023) Playing with agency: how player agency affects game retention. [MbR thesis] Abertay University.

Sansare, V. (2020) Developing a design methodology to represent paradoxes in gameplay systems. [MbR thesis] Abertay University.


Teaching

Current

Applied Games and Research Practice | SCQF Level 11 | 2024-present

Research Design for Games | SCQF Level 10 | 2024-present

Honours Project | SCQF Level 10 | 2018-present (supervisor); 2024-present (tutor)

Quality Assurance and User Research | SCQF Level 7 | 2023-present

Previous

Professional Contexts and Entrepreneurship | SCQF Level 10 | 2018-2019

The Creative Industries / Creative and Cultural Industries | SCQF Level 10 | 2019-2023

Spatial Constructs | SCQF Level 9 | 2018-2019

Professional Project | SCQF Level 9 | 2018-2022 (academic mentor), 2022-2023 (tutor)

User Interfaces and Interaction Design | SCQF Level 8 | 2019-2022

Quality Assurance and User Experience | SCQF Level 7 | 2018-2023