| 2016 | Discovering Social and Aesthetic Categories of Avatars: A Bottom-Up Artificial Intelligence Approach Using Image Clustering. | Chong-U Lim, Antonios Liapis, D. Fox Harrell |
| 2016 | Grouches, Extraverts, and Jellyfish: Assessment Validity and Game Mechanics in a Gamified Assessment. | Laura M. Levy, Rob Solomon, Jeremy Johnson, Jeff Wilson, Amy J. Lambeth, Maribeth Gandy, Joann Moore, Jason Way, Ruitao Liu |
| 2016 | "We Don't Sell Blocks" Exploring Minecraft's Commissioning Market. | Panagiotis Koutsouras, Sarah Martindale, Andy Crabtree |
| 2016 | Two Worlds, One Gameplay: A Classification of Visual AR Games. | Marina Knauer, Joschka Mtterlein |
| 2016 | Collegiate E-sports as Work or Play. | Sky Kauweloa, Jennifer Sunrise Winter |
| 2016 | Playing the System: Comparing the Efficacy and Impact of Digital and Non-Digital Versions of a Collaborative Strategy Game. | Geoff Kaufman, Mary Flanagan |
| 2016 | Prank, Troll, Gross and Gore: Performance Issues in Esport Live-Streaming. | Veli-Matti Karhulahti |
| 2016 | Selling out the magic circle: free-toplay games and developer ethics. | Phillip Jordan, Wayne Buente, Paula Alexandra Silva, Howard Rosenbaum |
| 2016 | What Does it Mean to be Orlanthi? Hermeneutic Challenge in King of Dragon Pass. | Jonne Arjoranta |
| 2016 | Critically Approaching the Playful and Participatory Genealogy of MOBAs. | Josh Jarrett |
| 2016 | A Statistical Analysis of Player Improvement and Single-Player High Scores. | Aaron Isaksen, Andy Nealen |
| 2016 | "Playing RPG Maker"? Amateur Game Design and Video Gaming. | Pierre-Yves Hurel |
| 2016 | Sustainable Life Cycle Game Design: Mixing Games and Reality to Transform Education. | Casper Harteveld, Yetunde Folajimi, Steven C. Sutherland |
| 2016 | 4x Gamer as Myth: Understanding through Player Mythologies. | Johnathan Harrington |
| 2016 | The Impact of Co-Located Play on Social Presence and Game Experience in a VR Game. | Marcello A. Gmez Maureira, Fons J. Verbeek |
| 2016 | Designing Unconventional Use of Conventional Displays in Games: Some Assembly Required. | William Goddard, Alexander Muscat |
| 2016 | Paratextual Play: Unlocking the Nature of Making-of Material of Games. | Ren Glas |
| 2016 | Interactive Biotechnology: Design Rules for Integrating Biological Matter into Digital Games. | Lukas C. Gerber, Honesty Kim, Ingmar H. Riedel-Kruse |
| 2016 | BioGraphr: Science Games on a Biotic Computer. | Lukas C. Gerber, Michael C. Doshi, Honesty Kim, Ingmar H. Riedel-Kruse |
| 2016 | "Ruinensehnsucht" - Longing for Decay in Computer Games. | Mathias Fuchs |
| 2016 | You Say Jump, I Say How High? Operationalising the Game Feel of Jumping. | Martin Fasterholdt, Martin Pichlmair, Christoffer Holmgrd |
| 2016 | The Journey to Nature: The Last of Us as Critical Dystopia. | Gerald Farca, Charlotte Ladevze |
| 2016 | The Emancipated Player. | Gerald Farca |
| 2016 | Toward Ludic Gerontechnology: a Review of Games for Dementia Care. | Claire Dormann |
| 2016 | Conventions within eSports: Exploring Similarities in Design. | Samer Al Dafai |