| 2016 | Player Rating Systems for Balancing Human Computation Games: Testing the Effect of Bipartiteness. | Seth Cooper, Sebastian Deterding, Theo Tsapakos |
| 2016 | Design Lessons From Binary Fission: A Crowd Sourced Game for Precondition Discovery. | Kate Compton, Heather Logas, Joseph C. Osborn, Chandranil Chakraborttii, Kelsey Coffman, Daniel Fava, Dylan Lederle-Ensign, Zhongpeng Lin, Jo Mazeika, Afshin Mobramaein, Johnathan Pagnutti, Huascar Sanchez, Jim Whitehead, Brenda Laurel |
| 2016 | Walking Simulators: The Digitisation of an Aesthetic Practice. | Rosa Carbo-Mascarell |
| 2016 | G-Player: Exploratory Visual Analytics for Accessible Knowledge Discovery. | Alessandro Canossa, Truong-Huy D. Nguyen, Magy Seif El-Nasr |
| 2016 | Digital Detritus: What Can We Learn From Abandoned Massively Multiplayer Online Game Avatars? | Kelly Bergstrom, Suzanne de Castell, Jennifer Jenson |
| 2016 | Playing with Data: Procedural Generation of Adventures from Open Data. | Gabriella A. B. Barros, Antonios Liapis, Julian Togelius |
| 2016 | Critical Acclaim and Commercial Success in Mobile Free-to-Play Games. | Kati Alha, Elina Koskinen, Janne Paavilainen, Juho Hamari |
| 2016 | Grounded Theory in Games Research: Making the Case and Exploring the Options. | John Salisbury, Tom Cole |
| 2016 | Making the Familiar Unfamiliar: Techniques for Creating Poetic Gameplay. | Alex Mitchell |
| 2015 | The Well-Played MOBA: How DotA 2 and League of Legends use Dramatic Dynamics. | Chris Winn |
| 2015 | Cues and insinuations: Indicating affordances of non-player character using visual indicators. | Henrik Warpefelt |
| 2015 | Affective and Bodily Involvement in Children's Tablet Play. | Annika Waern, Gunnar Bohne |
| 2015 | The Limits of the Evolution of Female Characters in the Bioshock Franchise. | Weimin Toh |
| 2015 | Applying the Two-Factor-Theory to the PLAY Heuristics. | Bjrn Strt, Henrik Warpefelt |
| 2015 | A Model for Exploring the Usefulness of Games for Classrooms. | Colleen Stieler-Hunt, Christian M. Jones |
| 2015 | Systematic Analysis of In-Game Purchases and Social Features of Mobile Social Games in Japan. | Akiko Shibuya, Mizuha Teramoto, Akiyo Shoun |
| 2015 | Failed Games: Lessons Learned from Promising but Problematic Game Prototypes in Designing for Diversity. | Max Seidman, Mary Flanagan, Geoff Kaufman |
| 2015 | Time to Reminisce and Die: Representing Old Age in Art Games. | Cosima Rughinis, Elisabeta Toma, Razvan Rughinis |
| 2015 | Digitising Boardgames: Issues and Tensions. | Melissa J. Rogerson, Martin R. Gibbs, Wally Smith |
| 2015 | Co-Creative Game Design in MMORPGs. | Patrick Prax |
| 2015 | Exploring Playful Experiences in Social Network Games. | Janne Paavilainen, Elina Koskinen, Hannu Korhonen, Kati Alha |
| 2015 | Understanding Player Experience Through the Use of Similarity Matrix. | Raphal Marczak, Gareth Schott, Pierre Hanna |
| 2015 | Ideological Narratives of Play in Tropico 4 and Crusader Kings II. | Bertrand Lucat, Mads Haahr |
| 2015 | Early Computer Game Genre Preferences (1980-1984). | Jonathan Lessard |
| 2015 | Taking a Look at the Player's Gaze: The Effects of Gaze Visualizations on the Perceived Presence in Games. | Michael Lankes, Stefan Wagner |