| 2011 | A Procedural Critique of Deontological Reasoning. | Julian Togelius |
| 2011 | Guidelines to Design Interactive Open-ended Play Installations for Children Placed in a Free Play Environment. | Gordon Tiemstra, Rene van den Berg, Tilde Bekker, Mark de Graaf |
| 2011 | "To Get Help, Please Press X" The Rise of the Assistance Paradigm in Video Game Design. | Carl Therrien |
| 2011 | From Individual Characters to Large Crowds: Augmenting the Believability of Open-World Games through Exploring Social Emotion in Pedestrian Groups. | Olivier Szymanezyk, Patrick Dickinson, Tom Duckett |
| 2011 | More Than A Craze: Photographs of New Zealand's early digital games scene. | Melanie Swalwell |
| 2011 | Game reviews as tools in the construction of game historical awareness in Finland, 1984-2010: Case MikroBitti Magazine. | Jaakko Suominen |
| 2011 | PlayFit: Designing playful activity interventions for teenagers. | Janienke Sturm, Rob Tieben, Menno Deen, Tilde Bekker, Ben A. M. Schouten |
| 2011 | The Making of Nordic Larp: Documenting a Tradition of Ephemeral Co-Creative Play. | Jaakko Stenros, Markus Montola |
| 2011 | Narrative Friction in Alternate Reality Games: Design Insights from Conspiracy For Good. | Jaakko Stenros, Jussi Holopainen, Annika Waern, Markus Montola, Elina M. I. Ollila |
| 2011 | Understanding Player Experience using Sequential Analysis. | Michael Soppitt, Graham McAllister |
| 2011 | "He could be a bunny rabbit for all I care!": Identification with video game characters and arguments for diversity in representation. | Adrienne Shaw |
| 2011 | MUsE - A Framework for Reception-based Gaming Research. | Daniel Schultheiss |
| 2011 | Replacing preconceived accounts of digital games with experience of play: When parents went native in GTA IV. | Gareth Schott, Jasper van Vught |
| 2011 | The Player Engagement Process - An Exploration of Continuation Desire in Digital Games. | Henrik Schoenau-Fog |
| 2011 | Collaboration and Team Composition in Applied Game Creation Processes. | Lies van Roessel, Jeroen van Mastrigt-Ide |
| 2011 | Problem Based Game Design - Engaging Students by Innovation. | Lars Reng, Henrik Schoenau-Fog |
| 2011 | How to Say Things with Actions I: a Theory of Discourse for Video Games for Change. | Valentina Rao |
| 2011 | Designing the Designer. | Robin Potanin, Oliver Davies |
| 2011 | Business Games, Rationality and Control Logistics. | Rolf F. Nohr |
| 2011 | Playful Crowdsourcing for Energy- Efficient Automotive Navigation. | Jrg Niesenhaus, Daniel Mnter, Tim Hussein, Jrgen Ziegler |
| 2011 | The winner takes all: Standardization and console games. | David B. Nieborg |
| 2011 | Just a Cyberplace The rules in videogames: between Ontology and Epistemology. | Ivan Mosca |
| 2011 | Subversive Game Design for Recursive Learning. | Konstantin Mitgutsch, Matthew Weise |
| 2011 | Understanding the Contribution of Biometrics to Games User Research. | Pejman Mirza-Babaei, Sebastian Long, Emma Foley |
| 2011 | And Then You Wait: The Issue of Dead Time in Social Network Games. | Richard van Meurs |