| 2005 | Understanding Korean experiences of online game hype, identity, and the menace of the "Wang-tta".. | Florence M. Chee |
| 2005 | Player-Centred Game Design: Adaptive Digital Games. | Darryl Charles, Aphra Kerr, Moira McAlister, Michael McNeill, Julian Kcklich, Michaela M. Black, Adrian Moore, Karl Stringer |
| 2005 | The Study on the Gamers' Lifestyles in On-line Game World: The Emergence of Cyber-Behavior Patterns in two Different Cultural Context of Korea and Japan. | Geun-Young Chang, Leo Sang-Min Whang |
| 2005 | Place Space and Monkey Brains: Cognitive Mapping in Games and Other Media. | Erik Champion |
| 2005 | The Sponsored Avatar: Examining the Present Reality and Future Possibilites of Advertising in Digital Games. | Jason Chambers |
| 2005 | The Effects of Aggressive and Relaxing Popular Music on Driving Game Performance and Evaluation. | Gianna Cassidy, Raymond MacDonald, Jon Sykes |
| 2005 | Machinima: digital performance and emergent authorship. | John Carroll, David Cameron |
| 2005 | Contexts, pleasures and preferences: girls playing computer games. | Diane Carr |
| 2005 | The Gaming Body. | Zuraida Buter |
| 2005 | Matchmaker, Matchmaker, Make Me a Match: Artificial Societies vs. Virtual Worlds. | Timothy Burke |
| 2005 | The Narrative and Ludic Nexus in Computer Games: Diverse Worlds II. | Jeffrey E. Brand, Scott Knight |
| 2005 | Role Theory: The Line Between Roles as Design and Socialization in EverQuest. | Kelly Boudreau |
| 2005 | Dialog as a Game. | Peter Border |
| 2005 | Visual sign in video games. | Maude Bonenfant |
| 2005 | Individual Differences in Violent Video Game Play. | Amanda Bolton, Gregory Fouts |
| 2005 | Styles of Playing Violent Video Games: An Individual Differences Research Methodology. | Amanda Bolton, Gregory Fouts |
| 2005 | What Do We Learn When We Change the Way We Play? Augmenting the Computer Gameplay Experience. | Nis Bojin |
| 2005 | Frame and Metaphor in Political Games. | Ian Bogost |
| 2005 | Stepping stones between design and theory. | Staffan Bjrk |
| 2005 | "Making Sense of Manhunt" or "Why We Play: The Seductions of Violent Entertainment". | Matteo Bittanti |
| 2005 | Computer Games and Emotional Engagement. | Shoaleh Bigdeli, Mahboubeh Asgari |
| 2005 | A computer game used for moral education - some empirical results. | Patrik Bergman |
| 2005 | How Serious are serious games? Some lessons from Infra-games. | Geertje Bekebrede, Igor Mayer, Stijn-Pieter A. van Houten, Roy T. H. Chin, Alexander Verbraeck |
| 2005 | Games for Learning: Are Schools Ready for What's to Come?. | Katrin Becker, Michele Jacobsen |
| 2005 | How Are Games Educational? Learning Theories Embodied in Games. | Katrin Becker |