| 2020 | Design Bleed: A Standpoint Methodology for Game Design. | Ida Toft, Sabine Harrer |
| 2020 | Eliciting Affective Responses Through Sentient Encounters in a Farming Computer Game. | Lee-Ann Sutherland |
| 2020 | Popular History: Historical Awareness of Digital Gaming in Finland from the 1980s to the 2010s. | Jaakko Suominen |
| 2020 | A Data-driven Model for Mobile Game New Version Update Evaluation. | Yanhui Su, Per Backlund, Henrik Engstrm |
| 2020 | Photogrammetry for Game Environments 2014-2019: What Happened Since The Vanishing of Ethan Carter. | Nataska Statham, Joo Jacob, Mikael Fridenfalk |
| 2020 | From 'Silly' to 'Scumbag': Reddit Discussion of a Case of Groping in a Virtual Reality Game. | Lucy A. Sparrow, Madeleine Antonellos, Martin Gibbs, Michael Victor Arnold |
| 2020 | The Critical Role of Media Representations, Reduced Stigma and Increased Access in D&D's Resurgence. | Premeet Sidhu, Marcus Carter |
| 2020 | Working Through Weightlessness in Postwar Japanese Tactical Wargames. | Yasheng She |
| 2020 | Cryptomarkets Gamified: What Can We Learn by Playing CryptoKitties? | Alesja Serada |
| 2020 | An Empirical Taxonomy of Monetized Random Reward Mechanisms in Games. | Yukiko Sato, Stefan Brckner, Shuichi Kurabayashi, Ikumi Waragai |
| 2020 | "Overwatch is anime" - Exploring an alternative interpretational framework for competitive gaming. | Maria Ruotsalainen, Tanja Vlisalo |
| 2020 | "Who thinks beating a child is entertainment?": Ideological Constructions of the Figure of 'The Child' in Detroit: Become Human. | Emma Reay |
| 2020 | From the Magic Circle to Identity: A Case Study on Becoming a Videogame Designer in Singapore. | Ru Chua Victoria Puay, J. Patrick Williams |
| 2020 | Boal on a Boat - Teaching Critical Game Making. | Patrick Prax |
| 2020 | (Un)Playful player responses to exclusive video game publishing. | Sari Piittinen |
| 2020 | There's an App For That?: Are Mobile Music Games Serious Educational Tools. | Charlotte Pierce, Clinton J. Woodward, Anthony Bartel |
| 2020 | MeWare for Sale: Developer's Approaches to Serious Mobile Music Games. | Charlotte Pierce, Clinton J. Woodward, Anthony Bartel |
| 2020 | Between Pleasure and Power: Game Design Patterns In Clickbait Ludoporn. | Cale J. Passmore, Sabine Harrer, Katta Spiel |
| 2020 | "Gamification Does Not Belong at a University". | Adam Palmquist, Jonas Linderoth |
| 2020 | The Implied Designer and the Experience of Gameworlds. | Nele Van de Mosselaer, Stefano Gualeni |
| 2020 | Reality Inspired Games: Expanding the Lens of Games' Claims to Authenticity. | Robyn McMillan, Darshana Jayemanne, Iain Donald |
| 2020 | "Sometimes I Like Killing as a Treat": Children's Transgressive Play in Minecraft. | Jane Mavoa, Martin Gibbs, Bjorn Nansen |
| 2020 | Patches and Player Community Perceptions: Analysis of No Man's Sky Steam Reviews. | Chien Lu, Xiaozhou Li, Timo Nummenmaa, Zheying Zhang, Jaakko Peltonen |
| 2020 | The Consumption of Food at Video Game Events. | Ying-Ying Law |
| 2020 | Patreon and Porn Games: Crowdfunding Games, Reward Categories and Backstage Passes. | Petri Lankoski, Mikolaj Dymek |