| 2005 | The Pokemon Parable. | Neal Thomas |
| 2005 | 2, 443 Quenkers and counting, or What in us really wants to grind? Examining the grind in Star Wars Galaxies: An Empire Divided. | Douglas Thomas |
| 2005 | Megamen: Masculinities at Play in a Campus Arcade. | Nick T. Taylor |
| 2005 | Players as Authors: Conjecturing Online Game Creation Modalities and Infrastructure. | Jos Tavares, Rui Gil, Licnio Roque |
| 2005 | Games, Metaphor, and Learning. | Elizabeth Sweedyk, Marianne de Laet |
| 2005 | Early Games Production in New Zealand. | Melanie Swalwell |
| 2005 | Affective Gaming: Using pupil dilation to determine player arousal. | Craig Stevenson |
| 2005 | Where Everybody Knows Your (Screen) Name: Online Games as "Third Places". | Constance Steinkuehler, Dmitri Williams |
| 2005 | Styles of Play: Gamer-Identified Trajectories of Participation in MMOGs. | Constance Steinkuehler |
| 2005 | Research as Design-Design as Research. | Andrew Stapleton |
| 2005 | Hit the Man: Fascination of Death and Violence in Computer Games. | Gitte Stald |
| 2005 | The Higher Education of Gaming. | Kurt Squire, Levi Giovanetto |
| 2005 | Interactive Digital Storytelling: Towards a Hybrid Conceptual Approach. | Ulrike Spierling |
| 2005 | "Have Fun Working with Our Product!": Critical Perspectives On Computer Game Mod Competitions. | Olli Sotamaa |
| 2005 | The problem of other players - in-game collaboration as collective action. | Jonas Heide Smith |
| 2005 | The Gamer and the Case Mod: Socio-Material Play and Expression in the LAN Party. | Bart Simon |
| 2005 | Defining Multiplayer Computer Gaming Communities. | Marko Siitonen |
| 2005 | The Ethics of Computer Game Design. | Miguel Sicart |
| 2005 | On the Foundations of Evil in Computer Game Cheating. | Miguel Sicart |
| 2005 | 'Feel It, Don't Think: the Significance of Affect in the Study of Digital Games. | Eugenie Shinkle |
| 2005 | Shenmue: Academia Distilled. | Philip Sharp |
| 2005 | Game Over. | Philip Sharp |
| 2005 | Mechanized Humanity: how Digital Games Tend to Present People. | Kevin Schut |
| 2005 | Tangible Interfaces for Pervasive Gaming. | Andreas Schrader, Bernhard Jung, Darren Carlson |
| 2005 | Sex in Games: Representing and Desiring the Virtual. | Gareth Schott |