| 2021 | Investigating Match Performance Differences between Genders of League of Legends Champions. | Ivan Ramler, Choong-Soo Lee, Sarah Strong |
| 2021 | The Human Fantasy: Exploring race and ethnicity through Dungeons & Dragons. | Antoine Premont, Samuel Heine |
| 2021 | #StayHome Playing LoL - Analyzing Players' Activity and Social Bonds in League of Legends During Covid-19 Lockdowns. | Simone Petrosino, Enrica Loria, Johanna Pirker |
| 2021 | Increasing player engagement, retention and performance through the inclusion of educational content in a citizen science game. | Rogerio de Leon Pereira, Anthony Tan, Andrea Bunt, Olivier Tremblay-Savard |
| 2021 | Design-Driven Requirements for Computationally Co-Creative Game AI Design Tools. | Nathan Partlan, Erica Kleinman, Jim Howe, Sabbir Ahmad, Stacy Marsella, Magy Seif El-Nasr |
| 2021 | Applying Rapid Crowdsourced Playtesting to a Human Computation Game. | Pratheep Kumar Paranthaman, Anurag Sarkar, Seth Cooper |
| 2021 | Indigenous Worldviews in Digital Games: Sami Perspectives in Gufihtara eallu (2018) and Rievssat (2018): This paper examines how two digital games produced during the 2018 Sami Game Jam, Gufihtara eallu (2018) and Rievssat (2018), embody and model Sami Indigenous epistemologies. | Elizabeth Biz Nijdam |
| 2021 | Teaching esports to young students with autism: Exploring pedagogical possibilities and challenges. | Rune Kristian Lundedal Nielsen, Thorkild Hanghj, Morten Boller, Peter Mollerup |
| 2021 | Tessera: A Practical System for Extended WaveFunctionCollapse. | Adam Newgas |
| 2021 | Web-based Programming for Low-cost Gaming Handhelds. | Michal Moskal, Thomas Ball, Abhijith Chatra, James Devine, Peli de Halleux, Steve Hodges, Shannon Kao, Richard Knoll, Galen Nickel, Jacqueline Russell, Joey Wunderlich, Daryl Zuniga |
| 2021 | Common Narrative in Educational Video Games: A Design of Games to Teach Circuits. | Declan Andrew McClintock, Charles B. Owen |
| 2021 | Softlock Detection for Super Metroid with Computation Tree Logic. | Ross Mawhorter, Adam M. Smith |
| 2021 | Fractal Coordinates for Incremental Procedural Content Generation. | Peter Mawhorter |
| 2021 | Adversarial Random Forest Classifier for Automated Game Design. | Thomas Maurer, Matthew Guzdial |
| 2021 | Crowning Achievements: A historioludic analysis of the achievement metagame in historical simulation games. | Kirk Lundblade |
| 2021 | Dealing with Adversarial Player Strategies in the Neural Network Game iNNk through Ensemble Learning. | Mathias Lwe, Jennifer Villareale, Evan Freed, Aleksanteri Sladek, Jichen Zhu, Sebastian Risi |
| 2021 | Ensemble Learning For Mega Man Level Generation. | Bowei Li, Ruohan Chen, Yuqing Xue, Ricky Wang, Wenwen Li, Matthew Guzdial |
| 2021 | Grounded Theory of Accessible Game Development. | Jozef Kulik, Jen Beeston, Paul A. Cairns |
| 2021 | Integrating Serious and Casual Game Design Approaches: A Framework for Activist-Casual Game Design. | Daniel King |
| 2021 | Let it Bee: A Case Study of Applying Triadic Game Design for Designing Virtual Reality Training Games for Beekeepers. | Ursina Kellerhals, Naomi Burgess, Richard Wetzel |
| 2021 | Neurosymbolic Map Generation with VQ-VAE and WFC. | Isaac Karth, Batu Aytemiz, Ross Mawhorter, Adam M. Smith |
| 2021 | Fighting COVID-19 at Purdue University: Design and Evaluation of a Game for Teaching COVID-19 Hygienic Best Practices. | Dominic Kao, Amogh Joshi, Christos Mousas, Abhigna Peddireddy, Arjun Kramadhati Gopi, Jianyao Li, John A. Springer, Bethany S. McGowan, Jason B. Reed |
| 2021 | There Is No Escape: Theatricality in Hades. | Nick Junius, Max Kreminski, Michael Mateas |
| 2021 | Squeezer - A Mixed-Initiative Tool for Designing Juice Effects. | Mads Johansen, Martin Pichlmair, Sebastian Risi |
| 2021 | Comparing PCG metrics with Human Evaluation in Minecraft Settlement Generation. | Jean-Baptiste Herv, Christoph Salge |