| 2018 | FDG | Documenting trajectories in design space: a methodology for applied game design research. | Rilla Khaled, Jonathan Lessard, Pippin Barr |
| 2013 | CHI | Design metaphors for procedural content generation in games. | Rilla Khaled, Mark J. Nelson, Pippin Barr |
| 2009 | CHI | Let's clean up this mess: exploring multi-touch collaborative play. | Rilla Khaled, Pippin Barr, Hannah Johnston, Robert Biddle |
| 2009 | SIGGRAPH | Game design strategies for collectivist persuasion. | Rilla Khaled, Pippin Barr, Robert Biddle, Ronald Fischer, James Noble |
| 2007 | Persuasive | Fine Tuning the Persuasion in Persuasive Games. | Rilla Khaled, Pippin Barr, James Noble, Ronald Fischer, Robert Biddle |
| 2006 | OZCHI | Playing the interface: a case study of Grand Theft Auto: San Andreas. | Pippin Barr, Rilla Khaled, James Noble, Robert Biddle |
| 2006 | OZCHI | Factoring culture into the design of a persuasive game. | Rilla Khaled, Pippin Barr, Ronald Fischer, James Noble, Robert Biddle |
| 2006 | Persuasive | Feeling Strangely Fine: The Well-Being Economy in Popular Games. | Pippin Barr, Rilla Khaled, James Noble, Robert Biddle |
| 2006 | Persuasive | Well-Being to "Well Done!": The Development Cycle in Role-Playing Games. | Pippin Barr, Rilla Khaled, James Noble, Robert Biddle |
| 2006 | Persuasive | Investigating Social Software as Persuasive Technology. | Rilla Khaled, Pippin Barr, James Noble, Robert Biddle |
| 2006 | Persuasive | Our Place or Mine? Exploration into Collectivism-Focused Persuasive Technology Design. | Rilla Khaled, Pippin Barr, James Noble, Ronald Fischer, Robert Biddle |
| 2006 | SIGGRAPH | Humour theory and videogames: laughter in the slaughter. | Claire Dormann, Pippin Barr, Robert Biddle |
| 2004 | EuroPLop | Metaphorscape. | Rilla Khaled, Pippin Barr, James Noble, Robert Biddle |
| 2003 | EuroPLop | Interface Ontology: Creating a Physical World for Computer Interfaces. | Pippin Barr |