| 2003 | Stepping Back: Players as Active Participators. | Michael Nitsche, Maureen Thomas |
| 2003 | Parental mediation of children's video game playing: A similar construct as television mediation. | Peter Nikken |
| 2003 | The attack of the backstories (and why they won't win). | David Myers |
| 2003 | WADs, Bots and Mods: Multiplayer FPS Games as Co-creative Media. | Sue Morris |
| 2003 | Encounters with consumption during computer-mediated play: the development of digital games as marketing communication media. | Mike Molesworth |
| 2003 | Videogame art: remixing, reworking and other interventions. | Grethe Mitchell, Andy Clarke |
| 2003 | A Real Little Game: The Pinocchio Effect in Pervasive Play. | Jane McGonigal |
| 2003 | Expressive AI: Games and Artificial Intelligence. | Michael Mateas |
| 2003 | Participatory design and opposing interests in development of educational computer games. | Rikke Magnussen, Morten Misfeldt, Tasha Buch |
| 2003 | Exploring clan culture: social enclaves and cooperation in online games. | Holin Lin, Chuen-Tsai Sun, Hong-Hong Tinn |
| 2003 | In search iof a "fifth dimension". | Maaike Lauwaert |
| 2003 | Characters in Computer Games: Toward Understanding Interpretation and Design. | Petri Lankoski, Satu Heli, Inger Ekman |
| 2003 | On the border: pleasure of exploration and colonial mastery in Civilization III play the world. | Sybille Lammes |
| 2003 | Supporting visual elements of non-verbal communication in computer game avatars. | Tomi Kujanp, Tony Manninen |
| 2003 | The playability of texts vs. the readability of games: towards a holistic theory of fictionality. | Julian Kcklich |
| 2003 | Games as Technological Entry Point: A Case Study of Uzbekistan. | Beth E. Kolko, Alex Thayer |
| 2003 | Supporting Communities in Massively Multiplayer Online Role-Playing Games by Game Design. | Elina M. I. Koivisto |
| 2003 | "You can't help shouting and yelling": fun and social interaction in Super Monkey Ball. | Lisbeth Klastrup |
| 2003 | The gaming landscape: a taxonomy for classifying games and simulations. | Jan H. G. Klabbers |
| 2003 | Use of Computer and Video Games in the Classroom. | John Kirriemuir, Angela McFarlane |
| 2003 | Apocalypse the Spielberg Way: Representations of Death and Ethics in Saving Private Ryan, Band of Brothers and the Videogame Medal of Honor: Frontline. | Eva Kingsepp |
| 2003 | Gamescapes: exploration and virtual presence in game-worlds. | Geoff King, Tanya Krzywinska |
| 2003 | Women just want to have fun - a study of adult female players of digital games. | Aphra Kerr |
| 2003 | Computer games and the complexicity of experience. | Chiel Kattenbelt, Joost Raessens |
| 2003 | Issues and Approaches in Artificial Intelligence Middleware Development for Digital Games and Entertainment Products. | Brje Felipe Fernandes Karlsson |