| 2019 | Like PEAS in PoDS: the player, environment, agents, system framework for the personalization of digital systems. | Sam Snodgrass, Omid Mohaddesi, Jack Hart, Guillermo Romera Rodriguez, Christoffer Holmgrd, Casper Harteveld |
| 2019 | Towards a generalized player model through the PEAS framework. | Sam Snodgrass, Omid Mohaddesi, Casper Harteveld |
| 2019 | Mind tricks for presence. | Daniel Sjlie, Sebastian Badylak |
| 2019 | Using rating arrays to estimate score distributions for player-versus-level matchmaking. | Anurag Sarkar, Seth Cooper |
| 2019 | A framework for integrating architectural design patterns into PCG. | Arunpreet Sandhu, Joshua McCoy |
| 2019 | Enhancing wave function collapse with design-level constraints. | Arunpreet Sandhu, Zeyuan Chen, Joshua McCoy |
| 2019 | But does pikachu love you?: reproductive labor in casual and hardcore games. | Anastasia Salter, Mel Stanfill, Anne Sullivan |
| 2019 | Trans-pacific project-based learning: game production curriculum development. | Adam W. Ruch |
| 2019 | Efficient choice enumeration for narrative world design. | Justus Robertson, Arnav Jhala, R. Michael Young |
| 2019 | "Do you work for aperture science?": researching and finding the gamer identity in a minecraft community for autistic children. | Kathryn E. Ringland |
| 2019 | Building and sustaining large, long-term online communities: family business and gamifying the game. | Nathaniel D. Poor |
| 2019 | Social interactions in game jams: a jammer recommender tool. | Johanna Pirker, Andreas Punz, Johannes Kopf |
| 2019 | Evaluation of an automatically-constructed graph-based representation for interactive narrative. | Nathan Partlan, Eln Carstensdttir, Erica Kleinman, Sam Snodgrass, Casper Harteveld, Gillian Smith, Camillia Matuk, Steven C. Sutherland, Magy Seif El-Nasr |
| 2019 | Using applied cognitive load theory and difficulty analysis for educational game design for understanding and transference of literacy skills in adults. | Myque Ouellette, Lauren Breeding, Corey Clark |
| 2019 | Game design frameworks: where do we start? | Zo O'Shea, Jonathan Freeman |
| 2019 | A model for socially intelligent merchants. | Miguel Oliveira, Pedro Alexandre Santos |
| 2019 | Social features in hybrid board game marketing material. | Timo Nummenmaa, Ville Kankainen |
| 2019 | ANX dread: a virtual reality experience to explore anxiety during task completion. | Chanelle Kaith Mosquera, Bonita Galvan, Ellen Liu, Ross De Vito, Perry Ting, Enrica Lovaglio Costello, Zo J. Wood |
| 2019 | From caveman to gentleman: a CiF-based social interaction model applied to conan exiles. | Lus Morais, Joo Dias, Pedro Alexandre Santos |
| 2019 | A methodology for designing natural language interfaces for procedural content generation. | Afshin Mobramaein, Jim Whitehead |
| 2019 | Evolving unsupervised neural networks for Slither.io. | Mitchell Miller, Megan Washburn, Foaad Khosmood |
| 2019 | Expertise and engagement: re-designing citizen science games with players' minds in mind. | Josh Aaron Miller, Uttkarsh Narayan, Matthew Hantsbarger, Seth Cooper, Magy Seif El-Nasr |
| 2019 | Panoptyk: information driven MMO engine. | Mitchell Miller, Sean Mendonca, Nathan Philliber, Foaad Khosmood |
| 2019 | Stories of the town: balancing character autonomy and coherent narrative in procedurally generated worlds. | Chris Miller, Mayank Dighe, Chris Martens, Arnav Jhala |
| 2019 | Anarchy: a library for incremental chaos. | Peter Mawhorter |