| 2018 | Evolving maps and decks for ticket to ride. | Fernando de Mesentier Silva, Scott Lee, Julian Togelius, Andy Nealen |
| 2018 | Towards human-like artificial intelligence using StarCraft 2. | Henrik Siljebrt, Caspar Addyman, Alan Pickering |
| 2018 | Comparing paid and volunteer recruitment in human computation games. | Anurag Sarkar, Seth Cooper |
| 2018 | Meet your match rating: providing skill information and choice in player-versus-level matchmaking. | Anurag Sarkar, Seth Cooper |
| 2018 | "Just because it's gay?": transgressive design in queer coming of age visual novels. | Anastasia Salter, Bridget Blodgett, Anne Sullivan |
| 2018 | Generative design in minecraft (GDMC): settlement generation competition. | Christoph Salge, Michael Cerny Green, Rodrigo Canaan, Julian Togelius |
| 2018 | Measuring quality of grammars for procedural level generation. | Riemer van Rozen, Quinten Heijn |
| 2018 | Deep unsupervised multi-view detection of video game stream highlights. | Charles Ringer, Mihalis A. Nicolaou |
| 2018 | Hybrid network clusters using common gameplay for massively multiplayer online games. | Jared N. Plumb, Sneha Kumar Kasera, Ryan Stutsman |
| 2018 | Studying believability assessment in racing games. | Cristiana Pacheco, Laurissa N. Tokarchuk, Diego Prez-Libana |
| 2018 | Curious users of casual creators. | Mark J. Nelson, Swen E. Gaudl, Simon Colton, Sebastian Deterding |
| 2018 | Unraveling the mortal coil: death and stories of play. | Eric Murnane |
| 2018 | CURIO: a game-based learning toolkit for fostering curiosity. | Marcello A. Gmez Maureira |
| 2018 | Method in the madness: the design of games as valid and reliable scientific tools. | Laura M. Levy, Amy J. Lambeth, Rob Solomon, Maribeth Gandy |
| 2018 | Socialeyes: social gaze in collaborative 3D games. | Michael Lankes, Matej Rajtr, Oleg Denisov, Bernhard Maurer |
| 2018 | Emotional agency in storygames. | Liting Kway, Alex Mitchell |
| 2018 | Why game designers should study magic. | Shringi Kumari, Sebastian Deterding, Gustav Kuhn |
| 2018 | What tabletop players think about augmented tabletop games: a content analysis. | Mehmet Kosa, Pieter Spronck |
| 2018 | Going forward by going back: re-defining rewind mechanics in narrative games. | Erica Kleinman, Eln Carstensdttir, Magy Seif El-Nasr |
| 2018 | A new mould rush: designing for a slow bio-digital game driven by living micro-organisms. | Raphael Kim, Siobhan Thomas, Roland van Dierendonck, Stefan Poslad |
| 2018 | Documenting trajectories in design space: a methodology for applied game design research. | Rilla Khaled, Jonathan Lessard, Pippin Barr |
| 2018 | The effect of visualising NPC pathfinding on player exploration. | Madeleine Kay, Edward J. Powley |
| 2018 | Design considerations towards long-term engagement in games for health. | Fares Kayali, Naemi Luckner, Peter Purgathofer, Katta Spiel, Geraldine Fitzpatrick |
| 2018 | Pairing character classes in a deathmatch shooter game via a deep-learning surrogate model. | Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis |
| 2018 | Media and games: an intermedial framework. | Ida Kathrine Hammeleff Jrgensen |