| 2016 | "Who Am 'I' in the Game?": A Typology of the Modes of Ludic Subjectivity. | Daniel Vella |
| 2016 | Finding Meaning in Abstract Games: A Deep Reading of Sage Solitaire. | Mike Treanor |
| 2016 | Integrating Curiosity and Uncertainty in Game Design. | Alexandra To, Safinah Arshad Ali, Geoff Kaufman, Jessica Hammer |
| 2016 | Super Mario as a String: Platformer Level Generation Via LSTMs. | Adam J. Summerville, Michael Mateas |
| 2016 | Designing a Serious Game for General Practice Management. | Jan Strien, Ronald Batenburg, Fabiano Dalpiaz |
| 2016 | Rapidly-Exploring Random Tree approach for Geometry Friends. | Rui Soares, Francisco Leal, Rui Prada, Francisco S. Melo |
| 2016 | Game Essays as Critical Media and Research Praxis. | Stephanie de Smale |
| 2016 | An Impression of Home: Player Nostalgia and the Impulse to Explore Game Worlds. | Robin J. S. Sloan |
| 2016 | Game Jams as an Opportunity for Industry Development. | Kristy de Salas, Ian J. Lewis, Ivan Bindoff |
| 2016 | Four Lenses for Designing Morally Engaging Games. | Malcolm Ryan, Dan Staines, Paul Formosa |
| 2016 | A Lightweight Videogame Dialogue Manager. | James Owen Ryan, Michael Mateas, Noah Wardrip-Fruin |
| 2016 | GameNet and GameSage: Videogame Discovery as Design Insight. | James Owen Ryan, Eric Kaltman, Timothy Hong, Katherine Isbister, Michael Mateas, Noah Wardrip-Fruin |
| 2016 | Three Shadowed Dimensions of Feminine Presence in Video Games. | Cosima Rughinis, Razvan Rughinis, Elisabeta Toma |
| 2016 | Critical Alternative Journalism from the Perspective of Game Journalists. | Patrick Prax, Alejandro Soler |
| 2016 | Spectrum: Exploring the Effects of Player Experience on Game Design. | Jean-Luc Portelli, Rilla Khaled |
| 2016 | Creative Communities: Shaping Process through Performance and Play. | Lynn Parker, Dayna Galloway |
| 2016 | Review of Social Features in Social Network Games. | Janne Paavilainen, Kati Alha, Hannu Korhonen |
| 2016 | Enacting aporia: Roger Caillois' game typology as formalist methodology. | Michel Ottens |
| 2016 | The Diversity of Attitudes towards Play at the Workplace - A Case of an Academic Community. | Timo Nummenmaa, Ville Kankainen, Sampo Savolainen, Annakaisa Kultima, Juho Karvinen, Kati Alha, Antti Syvnen, Heikki Tyni |
| 2016 | Good Violence, Bad Violence: The Ethics of Competition in Multiplayer Games. | C. Thi Nguyen, Jos P. Zagal |
| 2016 | The Tapper Videogame Patent as a Series of Close Readings. | Mark J. Nelson |
| 2016 | First-Person Walkers: Understanding the Walker Experience through Four Design Themes. | Alexander Muscat, William Goddard, Jonathan Duckworth, Jussi Holopainen |
| 2016 | Bridging the Physical Learning Divides: A Design Framework for Embodied Learning Games and Simulations. | Edward F. Melcer, Katherine Isbister |
| 2016 | Playful Fandom: Gaming, Media and the Ludic Dimensions of Textual Poaching. | Orion Mavridou |
| 2016 | Combining Speech Intervention and Cooperative Game Design for Children with ASD. | Natalie Lyon, David I. Leitman, Jichen Zhu |