| 2026 | Christianity in Horror Videogames: A Qualitative Content Analysis. | David Zolnierski, Fatima Jonsson, Petri Lankoski |
| 2026 | Friction-Driven Design: A Paradigm for Games for Bildung. | Xianya Zhou, Mimi Li, Xiaoming Zhang |
| 2026 | Toxic Pings: An Interview Study on Hostile Nonverbal Communication Among Teammates in DotA 2 and League of Legends. | Keyang Zheng, Pat Healy, Samuel Wang, Rosta Farzan |
| 2026 | Addressing Anxiety Through Games: A Review of Therapeutic Design Strategies. | Annie Zhang, Hongwei Zhou, Kim Hellemans, Edward F. Melcer |
| 2026 | Between Player Experience and Experimental Control: Designing a Research Game for Cognitive Psychology. | Tim Yeung, Maximilian A. Friehs, Philipp Kuhnke, Gesa Hartwigsen, Markus Kiefer, Marcello A. Gmez Maureira |
| 2026 | Generate Diverse Skills with Large Language Models. | Kaijie Xu, Clark Verbrugge |
| 2026 | (Perlin) Noise as AI coordinator. | Kaijie Xu, Clark Verbrugge |
| 2026 | High Dimensional Procedural Content Generation. | Kaijie Xu, Clark Verbrugge |
| 2026 | How Far Can We Go with Pixels Alone? A Pilot Study on Screen-Only Navigation in Commercial 3D ARPGs. | Kaijie Xu, Mustafa Bugti, Clark Verbrugge |
| 2026 | Group-Supervised Contrastive Learning for Semantic PCG Map Representations. | Zhongyu Xie, Kwanghee Won |
| 2026 | Building and Burning Fandom Libraries: Maintenance in Transnational Media Ecologies through English-speaking Ensemble Stars!! Fans. | Alyce Wu, Trisha M. Nguyen, Katherine Parent |
| 2026 | Clickies: Re-Enterable Recordings of Videogame Play. | Thanyared Wong, Adam Smith |
| 2026 | Next Level Generation: Adaptive 3D Procedural Terrain Driven by Player Skill. | Wieger Wittrock, Marcello A. Gmez Maureira |
| 2026 | Social Navigation as Gameplay: A Hybrid Social Physics Engine for Deduction Games. | Jingrong Wang, Ziyuan Jiang |
| 2026 | Fostering Social Interaction Through Game Design: A Case Study of It Takes Two and Overcooked! 2. | Ziyi Wang, Jussi Holopainen |
| 2026 | Behavior Ranking Systems in Online Multiplayer Video Games: An Analysis & Design Space. | Panagiotis Vrettis, Johannes Pfau, Julian Frommel |
| 2026 | Prometheas: A System for Promoting Prosocial Behavior in Online Multiplayer Games. | Panagiotis Vrettis, Johannes Pfau, Julian Frommel |
| 2026 | Serious Games for Cognitive Bias Mitigation: A Review of Learning Mechanisms and Design Approaches. | Joey Villeneuve, Hongwei Zhou, Edward F. Melcer |
| 2026 | Not a Game, Yet on Steam: Reception of a Game Art Project in a Mainstream Gaming Ecosystem. | Juan Carlos Vasquez |
| 2026 | Mapperoni: A Tool for Teaching the Basics of Level Design. | Jukka Varsaluoma |
| 2026 | Spacetime Constraints for Continuous Gameplay. | Akshar Vandara, Seth Cooper |
| 2026 | Constraint-Based Four-Dimensional Spacetime Blending of Learned Game Mechanics Along Orthogonal Planes. | Akshar Vandara, Seth Cooper |
| 2026 | A Time Series Causal Analysis of Engagement Factors in Live Streaming Using Continuous-Time Structural Equation Modeling. | Oura Uemura, Ryousuke Saga |
| 2026 | "Several Hundred Freaks and No One Else": Practitioner Perspectives on Alternative Controller Design and Development in the MAGFest Indie Arcade Community. | Erin J. K. Truesdell, Travis Faas |
| 2026 | Can a visual novel creation workshop effectively elicit bias regulation? | Ddac Jimnez Torras |