| 2020 | Reading Between the Lines - Towards an Algorithm Exploiting In-game Behaviors to Learn Preferences in Gameful Systems. | Enrica Loria, Annapaola Marconi |
| 2020 | Towards Designing Games for Experimental Protocols Investigating Human-Based Phenomena. | Phil Lopes, Ronan Boulic |
| 2020 | 10 Years of the PCG workshop: Past and Future Trends. | Antonios Liapis |
| 2020 | Making the Player the Detective. | Bjarke Alexander Larsen, Henrik Schoenau-Fog |
| 2020 | Asking Students to Do All the Work: An Analysis of a Fully Peer-Assessed Course on Game Design and Development. | Pier Luca Lanzi, Daniele Loiacono |
| 2020 | Towards Friendly Mixed Initiative Procedural Content Generation: Three Pillars of Industry. | Gorm Lai, William H. Latham, Frederic Fol Leymarie |
| 2020 | Strategies for Using Proximal Policy Optimization in Mobile Puzzle Games. | Jeppe Theiss Kristensen, Paolo Burelli |
| 2020 | Party Ghosts and Queer Teen Wolves: Monster Prom and Resisting Heteronormativity in Dating Simulators. | Mark Kretzschmar, Anastasia Salter |
| 2020 | Why Are We Like This?: The AI Architecture of a Co-Creative Storytelling Game. | Max Kreminski, Melanie Dickinson, Michael Mateas, Noah Wardrip-Fruin |
| 2020 | Reliving the Experience of Visiting a Gallery: Methods for Evaluating Informal Learning in Games for Cultural Heritage. | Kalliopi Kontiza, Antonios Liapis, Catherine Emma Jones |
| 2020 | "And then they died": Using Action Sequences for Data Driven, Context Aware Gameplay Analysis. | Erica Kleinman, Sabbir Ahmad, Zhaoqing Teng, Andy Bryant, Truong-Huy D. Nguyen, Casper Harteveld, Magy Seif El-Nasr |
| 2020 | Gamer perception of endorsements from Fortnite Streamers on YouTube. | Reyhaan King, Teresa de la Hera |
| 2020 | Working with Nature's Lag: Initial Design Lessons for Slow Biotic Games. | Raphael Kim, Siobhan Thomas, Roland van Dierendonck, Nick Bryan-Kinns, Stefan Poslad |
| 2020 | Multi-Objective level generator generation with Marahel. | Ahmed Khalifa, Julian Togelius |
| 2020 | Exploring Help Facilities in Game-Making Software. | Dominic Kao |
| 2020 | The Independent Mode: A Functionalist Account of Independent Games and Game History. | Jesper Juul |
| 2020 | Real-time Interactive Snow Simulation using Compute Shaders in Digital Environments. | Andreas Junker, George Palamas |
| 2020 | "Kinda like The Sims... But with ghosts?": A Qualitative Analysis of Video Game Re-finding Requests on Reddit. | Ida Kathrine Hammeleff Jrgensen, Toine Bogers |
| 2020 | Awkward Annie: : Impacts of Playing on the Edge of Social Norms. | G. Tanner Jackson, Blair Lehman, Lindsay D. Grace |
| 2020 | An Explorative Design Process for Game Map Generation Based on Satellite Images and Playability Factors. | Georgi Ivanov, Magnus Hkon Petersen, Kristin Kovalsk, Kristian Engberg, George Palamas |
| 2020 | DIALOGIC: A Toolkit for Generative Interactive Dialog. | Daniel C. Howe |
| 2020 | Procedural Content Generation of Puzzle Games using Conditional Generative Adversarial Networks. | Andreas Hald, Jens Struckmann Hansen, Jeppe Kristensen, Paolo Burelli |
| 2020 | Tabletop Roleplaying Games as Procedural Content Generators. | Matthew Guzdial, Devi Acharya, Max Kreminski, Michael Cook, Mirjam Eladhari, Antonios Liapis, Anne Sullivan |
| 2020 | Narrative Substrates: Reifying and Managing Emergent Narratives in Persistent Game Worlds. | Viktor Gustafsson, Benjamin Holme, Wendy E. Mackay |
| 2020 | Automatic Critical Mechanic Discovery Using Playtraces in Video Games. | Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Tiago Machado, Julian Togelius |