| 2022 | "It Sucks for Me, and It Sucks for Them": The Emotional Labor of Women Twitch Streamers. | Ashley Guajardo |
| 2022 | Born in Fair Haven: Procedural Generation of Cultural Sign Systems. | Craig Paul Green, Callum Nash, Jo Briggs, Xiaoming Dong |
| 2022 | A Framework for Choice Hermeneutics. | Cyril Focht, Noah Wardrip-Fruin |
| 2022 | From Trash to Treasure: Exploring how video games are moving from popular culture to cultural heritage. | Lina Eklund |
| 2022 | Designing Fun: A Method to Identify Experiential Elements in Analog Abstract Games. | Malay Dhamelia, Girish Dalvi |
| 2022 | Sustainability in City-Building Games. | Morgan Cox, Jos P. Zagal |
| 2022 | What the spectator expects in the game of watching: Twitch.tv, materiality, and game consumption through and beyond spectatorship. | Dara Coema |
| 2022 | We are Alone but not Alone - Exploring Motivations for Paying Others to Playing Video Games Together. | Yahui Cao |
| 2022 | "LET ALL PARTAKE IN THE SUFFERING": MRK BORG as a Visual-Material Toolkit for Fan Remix. | PS Berge |
| 2022 | Accessible Design of Serious Games for People with Intellectual Disabilities in Inclusive Vocational Education. | Victoria Batz, Inga Lipowski, Matthias Morfeld, Christian Hansen, Michael A. Herzog |
| 2022 | The hidden intricacy of loot box design: A granular description of random mone-tized reward features. | Nick Ballou, Charles Gbadamosi, David Zendle |
| 2022 | Game space topology revisited: A review of labyrinthine terminology. | Frederik Bakkerud |
| 2022 | Counter fictions from the margins. | Isabelle Arvers |
| 2022 | The Principal Characteristics of a Serious Game to Ensure Its Effective Design. | Besma Ben Amara, Hdia Mhiri Sellami, Lamjed Ben Said |
| 2022 | Serious Game Jam Operation Manual: Prototype Development and Evaluation. | Megumi Aibara, Satoru Kawakami, Masakazu Furuichi |
| 2022 | Experimenting with Endogenous Design for Digital Therapy Games. | Vasundhara Agrawal, Sandeep Athavale, Akash Mohan, Rajiv Thanawala |
| 2022 | Requirements analysis and speculative design of support tools for TTRPG game masters. | Devi Acharya, Michael Mateas, Noah Wardrip-Fruin |
| 2022 | Design of a Serious Game for Cybersecurity Ethics Training. | Malcolm Ryan, Mitchell W. McEwan, Vedant Sansare, Paul Formosa, Deborah Richards, Michael Hitchens |
| 2020 | An Overview of Institutional Support for Game Students in Higher Education. | Jos P. Zagal |
| 2020 | Taxonomies for Transactions and User Engagement in Mobile Games. | Travis W. Windleharth, Jin Ha Lee |
| 2020 | A Framework of Player Objects in Virtual Environments. | Ea Christina Willumsen |
| 2020 | Playful Practices in Ancient Greek Philosophy. | Sebastian Weichelt |
| 2020 | Towards a Language for Artistic Realism. | Sebastian Weichelt |
| 2020 | Mental State Transition in Gaming Experiences. | Hao Wang, Chun-Tsai Sun |
| 2020 | Player Definitions of Success, Skill, and Leadership in Video Games. | Christine Tomlinson |