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.
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).
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
Media Coverage
New scheme to help unemployed into video game industry (STV Dundee, 18th May 2023)
How video games can help us through grief (Marie Curie, 21st August 2020)
Video games move out of the bedroom to change lives (The Herald, 16th August 2020)
Dundee students help CHAS create virtual games weekend for teenagers with complex health conditions (The Courier, 25th June 2020)
Partnership delivers special online weekend (Third Force News, 23rd June 2020)
Dundee students team up with children’s hospice to create disability friendly video games (The Sunday Post, 14th March 2019)
Fortnite gamers are motivated, not addicted (The Conversation, 25th June 2018)
Bring on the zombie apocalypse: Five reasons why survival game Fortnite is a runaway success (The Conversation, 29th March 2018)