| 2026 | FDG | Gone With the Wind: Evaluating the Impact of Diegetic Guidance Systems on Exploration in Games. | Emilia G. Pavel, Andrea Papenmeier, Marcello A. Gmez Maureira |
| 2026 | FDG | Next Level Generation: Adaptive 3D Procedural Terrain Driven by Player Skill. | Wieger Wittrock, Marcello A. Gmez Maureira |
| 2026 | FDG | Between Player Experience and Experimental Control: Designing a Research Game for Cognitive Psychology. | Tim Yeung, Maximilian A. Friehs, Philipp Kuhnke, Gesa Hartwigsen, Markus Kiefer, Marcello A. Gmez Maureira |
| 2025 | FDG | Towards a Celeste AI Framework: Agent-free Automated 2D Level Generation for Multidirectional Platformers. | Louis Robinet, Marcello A. Gmez Maureira, Mike Preuss |
| 2025 | FDG | Affective Mirroring in Video Game NPCs: A Pilot Study Evaluating Player Engagement. | Hana Sinkovic, Marcello A. Gmez Maureira, Marcus Gerhold |
| 2025 | FDG | Serious Gaming Meets Audiology: Developing a Video Game for Auditory Testing. | Wieger Wittrock, Kasia Zalewska-Kurek, Adriana A. Zekveld, Sophia E. Kramer, Marcello A. Gmez Maureira |
| 2025 | FDG | Mapping Practices of Academic Game Development. | Tim Yeung, Maximilian A. Friehs, Marcello A. Gmez Maureira |
| 2023 | FDG | QuestVille: Procedural Quest Generation Using NLP Models. | Suzan Al-Nassar, Anthonie Schaap, Michael Van Der Zwart, Mike Preuss, Marcello A. Gmez Maureira |
| 2023 | FDG | Modifying a Game to Study the Impact of an Hostile Environments on Foraging Behavior. | Cania Antariksa, Cline Besse, Thomas De Bruijn, Brandon Kroes, Lennard Schaap, Elze De Vink, Judith Schomaker, Marcello A. Gmez Maureira |
| 2023 | FDG | StoryWorld: Procedural Quest Generation Rooted in Variety & Believability. | Vincent L. Prins, Jelmer Prins, Mike Preuss, Marcello A. Gmez Maureira |
| 2022 | FDG | Academic Games - Mapping the Use of Video Games in Research Contexts. | Marcello A. Gmez Maureira, Max J. van Duijn, Carolien Rieffe, Aske Plaat |
| 2020 | FDG | Computational Thinking through Design Patterns in Video Games. | Giulio Barbero, Marcello A. Gmez Maureira, Felienne F. J. Hermans |
| 2020 | FDG | Towards a Taxonomy of AI in Hybrid Board Games. | Marcello A. Gmez Maureira, Giulio Barbero, Maria Freese, Mike Preuss |
| 2020 | FDG | CURIO 2.0: A Local Network Multiplayer Game Kit to Encourage Inquisitive Mindsets. | Marcello A. Gmez Maureira, Isabelle Kniestedt, Sandra M. Dingli, Danielle M. Farrugia, Bjrn Berg Marklund |
| 2020 | ICMI | Eating Sound Dataset for 20 Food Types and Sound Classification Using Convolutional Neural Networks. | Jeannette Shijie Ma, Marcello A. Gmez Maureira, Jan N. van Rijn |
| 2018 | FDG | Self-transformative effects of designing videogames and the challenge of capturing them quantitatively: a case study. | Stefano Gualeni, Marcello A. Gmez Maureira |
| 2018 | FDG | CURIO: a game-based learning toolkit for fostering curiosity. | Marcello A. Gmez Maureira |
| 2016 | DIGRA | The Impact of Co-Located Play on Social Presence and Game Experience in a VR Game. | Marcello A. Gmez Maureira, Fons J. Verbeek |
| 2015 | ACII | The influence of subliminal visual primes on player affect in a horror computer game. | Marcello A. Gmez Maureira, Lisa E. Rombout, Livia Teernstra, Imara C. T. M. Speek, Joost Broekens |
| 2015 | FDG | Sensors at Play: A biometric framework for game developers and game users. | Dirk P. Janssen, Luis Garcia Rosario, Marcello A. Gmez Maureira, Gerben Beijneveld |