| 2021 | Heterogeneous Effects of Software Patches in aMultiplayer Online Battle Arena Game. | Yuzi He, Christopher Tran, Julie Jiang, Keith Burghardt, Emilio Ferrara, Elena Zheleva, Kristina Lerman |
| 2021 | TaikoNation: Patterning-focused Chart Generation for Rhythm Action Games. | Emily Halina, Matthew Guzdial |
| 2021 | The Temperature of Morality: A Behavioral Study Concerning the Effect of Moral Decisions on Facial Thermal Variations in Video Games. | Gianluca Guglielmo, Michal Klincewicz |
| 2021 | Game Mechanic Alignment Theory. | Michael Cerny Green, Ahmed Khalifa, Rodrigo Canaan, Philip Bontrager, Julian Togelius |
| 2021 | A Comparison of Augmented Reality and Browser Versions of a Citizen Science Game. | Kutub Gandhi, Josh Aaron Miller, Sofia Eleni Spatharioti, Archana Apte, Borna Fatehi, Sara Ann Wylie, Seth Cooper |
| 2021 | The Struggle is Spiel: On Failure and Success in Games. | Julian Frommel, Madison Klarkowski, Regan L. Mandryk |
| 2021 | "Slow down and look": Desirable aspects of failure in video games, from the perspective of players. | Charline Foch, Ben Kirman |
| 2021 | It's Badging Time!: Permanence, Expiration, and Lifespan of Digital Badges. | Joseph R. Fanfarelli, Paul M. Harden |
| 2021 | Using Machine Learning to Predict Game Outcomes Based on Player-Champion Experience in League of Legends. | Tiffany D. Do, Seong Ioi Wang, Dylan S. Yu, Matthew G. McMillian, Ryan P. McMahan |
| 2021 | Personalizing Gameful Elements in Social Exergames: An Exploratory Study. | Gerry Chan, Ali Arya, Rita Orji, Zhao Zhao, Anthony D. Whitehead |
| 2021 | Uplifting Us: A BIPOC Game Design Case Study. | Christopher Brooks, Erica Principe Cruz, Jamie Camera, Alexandra To |
| 2021 | Learning Through Play; a Study Investigating How Effective Video Games Can Be Regarding Keyboard Education at a Beginner Level. | Jack Brett, Christos Gatzidis, Tom Davis, Panos Amelidis, Ning Xu, Toby Gladwell |
| 2021 | Correlating Facial Expressions and Subjective Player Experiences in Competitive Hearthstone. | Paris Mavromoustakos Blom, Mehmet Kosa, Sander Bakkes, Pieter Spronck |
| 2021 | Gram-Elites: N-Gram Based Quality-Diversity Search. | Colan F. Biemer, Alejandro Hervella, Seth Cooper |
| 2021 | Detecting Spam Game Reviews on Steam with a Semi-Supervised Approach. | Pengze Bian, Lei Liu, Penny Sweetser |
| 2021 | Challenging Systems of Play: Towards game design ethics for transgender allyship. | Josephine Baird, Sabine Harrer |
| 2021 | Leveraging Reinforcement Learning and WaveFunctionCollapse for Improved Procedural Level Generation. | Mathias Babin, Michael Katchabaw |
| 2021 | Questgram [Qg]: Toward a Mixed-Initiative Quest Generation Tool. | Alberto Alvarez, Eric Grevillius, Elin Olsson, Jos M. Font |
| 2021 | Ruby's Mission: Towards an Applied Gaming Intervention for reducing Loneliness of Children with Chronic Illness. | Dionysis Alexandridis, Sander C. J. Bakkes, Sanne L. Nijhof, Elise Van de Putte, Remco C. Veltkamp |
| 2020 | Generating Real-Time Strategy Heightmaps using Cellular Automata. | Peter Ziegler, Sebastian von Mammen |
| 2020 | Player-Centered AI for Automatic Game Personalization: Open Problems. | Jichen Zhu, Santiago Ontan |
| 2020 | Procedural generation using quantum computation. | James R. Wootton |
| 2020 | Applications of Graph Theory and Probability in the Board Game Ticket to Ride. | R. Teal Witter, Alex Lyford |
| 2020 | Spatial Layout of Procedural Dungeons Using Linear Constraints and SMT Solvers. | Jim Whitehead |
| 2020 | Dynamic Procedural Music Generation from NPC Attributes. | Megan Washburn, Foaad Khosmood |