| 2019 | A design framework for playful wearables. | Oguz Turan Buruk, Katherine Isbister, Tess Tanenbaum |
| 2019 | Red or blue pill: fostering identification and transportation through dialogue choices in RPGs. | Jason T. Bowey, Maximilian A. Friehs, Regan L. Mandryk |
| 2019 | You have my sword; and my bow; and my axe: player perceptions of odd shaped dice for dungeons & dragons. | Kamilla Borodina, Hamna Aslam, Joseph Alexander Brown |
| 2019 | A generalized semantic representation for procedural generation of rooms. | J. Timothy Balint, Rafael Bidarra |
| 2019 | The trails of Just Cause 2: spatio-temporal player profiling in open-world games. | Myat Aung, Simon Demediuk, Yuan Sun, Ye Tu, Yu Ang, Siva Nekkanti, Shantanu Raghav, Diego Klabjan, Rafet Sifa, Anders Drachen |
| 2019 | Dice design respecting player preference for colours and contrast. | Hamna Aslam, Joseph Alexander Brown, Ecaterina Baba |
| 2019 | Towards a game-independent model and data-structures in digital board games: an overview of the state-of-the-art. | Luiz Jonata Pires de Araujo, Mariia Charikova, Juliano Efson Sales, Vladislav Smirnov, Ananga Thapaliya |
| 2019 | Understanding user needs in videogame moment retrieval. | Barrett R. Anderson, Adam M. Smith |
| 2019 | The psychological reality of procedural rhetoric. | Barrett R. Anderson, Christopher R. Karzmark, Noah Wardrip-Fruin |
| 2019 | Building persistence through failure: the role of challenge in video games. | Craig G. Anderson, Kathryn Campbell, Constance Steinkuehler |
| 2019 | A creative dialog generator for fallout 4. | Khalid Al-Najjar, Mika Hmlinen |
| 2019 | Building worlds together: understanding collaborative co-creation of game worlds. | Devi Acharya, Noah Wardrip-Fruin |
| 2018 | Exploring the similarity between game events for game level analysis and generation. | Tian Zhu, Bingtang Wang, Michael Zyda |
| 2018 | A hybrid search agent in pommerman. | Hongwei Henry Zhou, Yichen Gong, Luvneesh Mugrai, Ahmed Khalifa, Andy Nealen, Julian Togelius |
| 2018 | Crawling, indexing, and retrieving moments in videogames. | Xiaoxuan Zhang, Zeping Zhan, Misha Holtz, Adam M. Smith |
| 2018 | Lost my way: an educational geometry game for young children. | Gnter Wallner, Simone Kriglstein, Sonja Gabriel, Christian S. Loh, Yanyan Sheng, I-Hung Li |
| 2018 | Introducing | Gnter Wallner, Simone Kriglstein |
| 2018 | Rethinking real-time strategy games for virtual reality. | Samuel Truman, Nicolas Rapp, Daniel Roth, Sebastian von Mammen |
| 2018 | 'Play your own way': adapting a procedural framework for accessibility. | Tommy Thompson, Matthew Syrett |
| 2018 | Games crafters play. | Anne Sullivan, Anastasia Salter, Gillian Smith |
| 2018 | Tarot-based narrative generation. | Anne Sullivan, Mirjam Palosaari Eladhari, Michael Cook |
| 2018 | Deceptive angry birds: towards smarter game-playing agents. | Matthew Stephenson, Jochen Renz |
| 2018 | Towards generating textual game assets from real-world data. | Judith van Stegeren, Marit Theune |
| 2018 | Graph-based generation of action-adventure dungeon levels using answer set programming. | Thomas Smith, Julian A. Padget, Andrew Vidler |
| 2018 | Drawing without replacement as a game mechanic. | Fernando de Mesentier Silva, Christoph Salge, Aaron Isaksen, Julian Togelius, Andy Nealen |