| 2022 | Gamechangers of 40k: Professionalization and Commodification of Warhammer 40, 000. | Patrick Prax, Bjrn Sjblom |
| 2022 | Networked Participation sets the Game Free - Warhammer 40k on Tabletop Simulator. | Patrick Prax |
| 2022 | Why microtransactions may not necessarily be bad: a criticism of the consequentialist evaluation of video game monetisation. | Elena Petrovskaya |
| 2022 | HurricaneLog: A humanitarian logistics game on hurricane preparedness and response operations. | Thiago Pereira, Daniel Aloise, Marie-ve Rancourt, Danny Godin |
| 2022 | Digital Gaming During the Early COVID-19 Pandemic: Healthy Escapism and Social Connectedness. | Timo Partala |
| 2022 | "Fear the Old Blood": The Gothicism of Bloodborne. | Hiranya Mukherjee |
| 2022 | Now It's Impersonal: On Player Decentered Design. | Edward Morrell |
| 2022 | An Exploitation Ecosystem Model for Fan-based Labour in the Games Industry. | Christopher McCutcheon, Michael Hitchens, Mitchell W. McEwan |
| 2022 | Considering the Person in the Puzzle: Challenging common assumptions about Sudoku player strategies. | Alice M. Lynch, Christopher Jefferson, Uta Hinrichs |
| 2022 | Genesis of a Gaming Culture: a Historical Analysis Based on the Computer Press in Portugal. | Luciana Lima, Camila Pinto, Patrcia Gouveia |
| 2022 | Analysis of pay-what-you-want donation behavior in game communities on social live streaming services. | Hisayuki Kunigita, Amna Javed, Youji Kohda |
| 2022 | Playing or Being Played? Choice and Agency in Videogames: Reflecting on The Witcher III: Wild Hunt (2016). | Danielle Kleinerman |
| 2022 | Stories and Changing Social Norms: Representation of Gender in Video Games from 2007 to 2017. | Kaitlyn Kingsland |
| 2022 | Situational analysis as a method for qualitative inquiry of games. | Ida Kathrine Hammeleff Jrgensen |
| 2022 | Gaming for All: Discourse and Identity amongst Difabel Gamers in Indonesia. | Haryo Pambuko Jiwandono, Edeliya Relanika Purwandi |
| 2022 | Crash-N-Comedy: Slapstick Comedy in Crash Bandicoot N.Sane Trilogy and Crash Tag Team Racing. | Haryo Pambuko Jiwandono |
| 2022 | Practical Considerations for Values-Conscious Pervasive Games. | Adam Jerrett, Peter Howell, Koos J. W. de Beer |
| 2022 | Posthumanist Attitude Towards Animals in Digital Games. | Eleonora Imbierowicz |
| 2022 | The evolution of cyberpunk realia in video games. | Pierre-Yves Houlmont, Bjrn-Olav Dozo |
| 2022 | Playing A|part Together in Animal Crossing: New Horizons During the COVID-19 Pandemic. | Ludens Homo |
| 2022 | Final Fantasy VII Remake: In Search of Queer Celebration. | Nicky Heijmen, Mirjam Vosmeer |
| 2022 | Towards a Model of the Design Process for Games. | John P. Healy, Charlie Cullen |
| 2022 | Social aspects in game accessibility research: a literature review. | Lobna Hassan, Pauliina Baltzar |
| 2022 | Playing For Keeps: Digital Games to Preserve Indigenous Languages & Traditions. | Charly Harbord, David Lyons, Euan W. Dempster |
| 2022 | Play Arcs: Structuring Player Stories for CoDesign & Content Generation in Persistent Game Worlds. | Viktor Gustafsson, Benjamin Holme, Wendy E. Mackay |