| 2018 | DIGRA | Presence at History: Toward an Expression of Authentic Historical Content as Game Rules and Play. | Gareth Schott, Ben Redder |
| 2017 | DIGRA | That Dragon, Cancer: Contemplating life and death in a medium that has frequently trivialized both. | Gareth Schott |
| 2015 | DIGRA | Understanding Player Experience Through the Use of Similarity Matrix. | Raphal Marczak, Gareth Schott, Pierre Hanna |
| 2014 | DIGRA | Exploring the Cause of Game (Derived) Arousal: What biometric accounts of player experience revealed. | Gareth Schott, Raphal Marczak, Leanne Neshausen |
| 2013 | DIGRA | DeFragging Regulation: From putative effects to 'researched' accounts of player experience. | Gareth Schott, Raphal Marczak, Frans Myr, Jasper van Vught |
| 2013 | FDG | Feedback-based gameplay metrics. | Raphal Marczak, Gareth Schott, Pierre Hanna, Jean-Luc Rouas |
| 2012 | IE | Feedback-based gameplay metrics: measuring player experience via automatic visual analysis. | Raphal Marczak, Jasper van Vught, Lennart E. Nacke, Gareth Schott |
| 2012 | IE | Understanding player experience finding a usable model for game classification. | Jasper van Vught, Gareth Schott, Raphal Marczak |
| 2011 | DIGRA | Replacing preconceived accounts of digital games with experience of play: When parents went native in GTA IV. | Gareth Schott, Jasper van Vught |
| 2009 | DIGRA | "I Like the Idea of Killing But Not the Idea of Cruelty": How New Zealand youth negotiate the pleasures of simulated violence. | Gareth Schott |
| 2007 | DIGRA | Situating Gaming as a Sonic Experience: The acoustic ecology of First-Person Shooters. | Mark Grimshaw, Gareth Schott |
| 2005 | DIGRA | Sex in Games: Representing and Desiring the Virtual. | Gareth Schott |
| 2003 | DIGRA | Textuality in video games. | Diane Carr, Andrew Burn, Gareth Schott, David Buckingham |