| 2005 | Pretty good for a girl: gender, identity and computer games. | Catherine Beavis |
| 2005 | Opening the Production Pipeline: Unruly Creators. | John Banks |
| 2005 | Consumption, Identity and the Work of Play in ESPN NFL 2K5. | Andrew Baerg |
| 2005 | Tomorrow, and Tomorrow, and Tomorrow: The Future-Orientation of Videogame Play. | Barry Atkins |
| 2005 | A Three-factor Model of Motivation and Game Design. | Mahboubeh Asgari |
| 2005 | Abstract of Dynamic Range: When Game Design and Narratives Unite. | Dominic Arsenault |
| 2005 | Towards the unification of intuitive and formal game concepts with applications to computer chess. | Ariel Arbiser |
| 2005 | Beyond P-1: Who Plays Online?. | Avery Alix |
| 2005 | Information Behavior and the Formation and Maintenance of Peer Cultures: A Case Study of MMORPG'. | Suellen Adams |
| 2005 | Meet Death Jr.: The culture and business of cross-media productions. | Espen Aarseth |
| 2005 | Theorizing for design: The case for pure theory. | Espen Aarseth |
| 2003 | How Videogames Express Ideas. | Matthew Weise |
| 2003 | Delightful identification & persuasion: towards an analytical and applied rhetoric of digital games. | Steffen P. Walz |
| 2003 | The appeal of cute monkeys. | Susana Pajares Tosca |
| 2003 | Power games just want to have fun?: instrumental play in a MMOG. | T. L. Taylor |
| 2003 | "This isn't a computer game you know!": revisiting the computer games/televised war analogy. | Melanie Swalwell |
| 2003 | Game Tips as Gifts: Social Interactions and Rational Calculations in Computer Gaming. | Chuen-Tsai Sun, Holin Lin, Cheng-Hong Ho |
| 2003 | All Your Base Are Belong To Us: Videogame culture and textual production online. | Iain Simons, James Newman |
| 2003 | Family Values: Ideology, Computer Games & Sims. | Miguel Sicart |
| 2003 | Project Massive 1.0: Organizational Commitment, Sociability and Extraversion in Massively Multiplayer Online Games. | A. Fleming Seay, William J. Jerome, Kevin Sang Lee, Robert E. Kraut |
| 2003 | Technology tells a tale: digital games and narrative. | Keven Schut |
| 2003 | This is not a game: play in cultural environments. | Katie Salen, Eric Zimmerman |
| 2003 | Space, Agency, Meaning and Drama in Navigable Real-Time Virtual Environments. | Stanislav Roudavski, Franois Penz |
| 2003 | Patches of Peace: Tiny Signs of Agency in Digital Games. | Cindy Poremba |
| 2003 | Conditions of Engagement in Game Simulation: Contexts of Gender, Culture and Age. | Ralph Noble, Kathleen Ruiz, Marc Destefano, Jonathan Mintz |