| 2005 | SuperGaming! Distributed Design for Massively Collaborative Play, or, Why I Love Bees. | Jane McGonigal |
| 2005 | Build It to Understand It: Ludology Meets Narratology in Game Design Space. | Michael Mateas, Andrew Stern |
| 2005 | Virtually Visual: The effects of visual technologies on online identification. | Jennifer Martin |
| 2005 | Designing Puzzles for Collaborative Gaming Experience - CASE: eScape. | Tony Manninen, Tuomo Korva |
| 2005 | Learning Games as a Platform for Simulated Science Practice. | Rikke Magnussen |
| 2005 | Design and Evaluation of a Hybrid Games System Combining Physical and Virtual Components. | Carsten Magerkurth, Maral Memisoglu |
| 2005 | Virtual Worlds in Asia: Business Models and Legal Issues. | Ian MacInnes |
| 2005 | End of story? Quest, narrative and enactment in computer games. | Anders Sundnes Lvlie |
| 2005 | Mise-en-scne Applied to Level Design: Adapting a Holistic Approach to Level Design. | Heather Logas, Danny Muller |
| 2005 | The "White-Eyed" Player Culture: Grief Play and Construction of Deviance in MMORPGs. | Holin Lin, Chuen-Tsai Sun |
| 2005 | Narrative Structure in Trans-Reality Role-Playing Games: Integrating Story Construction from Live Action, Table Top and Computer-Based Role-Playing Games. | Craig A. Lindley, Mirjam Eladhari |
| 2005 | Interface and Narrative Texture. | M. A. Ben Lin, Jim Bizzocchi, Jim Budd |
| 2005 | (Gendered) Gaming Experience in Different Social Environments: From Home to Cyber Cafs. | Holin Lin |
| 2005 | An Irrational Black Market? Boundary work perspective on the stigma of in-game asset transaction. | Yu-Hao Lee, Holin Lin |
| 2005 | Building and Reconstructing Character. A Case Study of Silent Hill 3. | Petri Lankoski |
| 2005 | Digital Entertainment Culture behind the Iron Curtain. | Andreas Lange |
| 2005 | Presence experience in mobile gaming. | Jari Laarni, Niklas Ravaja, Timo Saari |
| 2005 | Visual vs. Functional Design of 3D Models for Games. | Tomi Kujanp, Tony Manninen |
| 2005 | 'Who's World is it?': Creative Play and Player Presence in World of Warcraft. | Tanya Krzywinska |
| 2005 | Changing Views of Commercialization in Digital Games: In-Game Advertising and Advergames as Worlds in Play. | Susan B. Kretchmer |
| 2005 | From Mass Audience to Massive Multiplayer: How Multiplayer Games Create New Media Politics. | Lars Konzack, Thessa Lindof |
| 2005 | Enhancing player experience in MMORPGs with mobile features. | Elina M. I. Koivisto, Christian Wenninger |
| 2005 | CameraBots: Cinematography for Games with Non-Player Characters as Camera Operators. | James Kneafsey, Hugh McCabe |
| 2005 | The reception of personal computers in cold war Europe: a small scale comparative study. | Graeme Kirkpatrick |
| 2005 | Making Right(s) Decision: Artificial life and Rights Reconsidered. | Juyun Kim |