| 2018 | Educational game design: an empirical study of the effects of narrative. | Chaima Jemmali, Sara Bunian, Andrea Mambretti, Magy Seif El-Nasr |
| 2018 | Creative arcs in improvised human-computer embodied performances. | Mikhail Jacob, Brian Magerko |
| 2018 | Fear as a biofeedback game mechanic in virtual reality: effects on engagement and perceived usability. | Samory Houzangbe, Olivier Christmann, Geoffrey Gorisse, Simon Richir |
| 2018 | Designing excuses for interaction to facilitate social curiosity. | Mads Hobye, Nicolas Padfield, Jonas Lwgren |
| 2018 | Intrinsic elicitation: a model and design approach for games collecting human subject data. | David Gundry, Sebastian Deterding |
| 2018 | Self-transformative effects of designing videogames and the challenge of capturing them quantitatively: a case study. | Stefano Gualeni, Marcello A. Gmez Maureira |
| 2018 | Generating levels that teach mechanics. | Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Andy Nealen, Julian Togelius |
| 2018 | AtDELFI: automatically designing legible, full instructions for games. | Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Tiago Machado, Andy Nealen, Julian Togelius |
| 2018 | DATA agent. | Michael Cerny Green, Gabriella A. B. Barros, Antonios Liapis, Julian Togelius |
| 2018 | Would gamers collaborate given the opportunity? | Naomi Fiebelkorn, Benjamin Clark, Kelvin Sung |
| 2018 | Periodic load balancing heuristics in massively multiplayer online games. | Shawn Farlow, Jerry L. Trahan |
| 2018 | Mapping the field of organism-involved computer games. | Wim van Eck, Maarten H. Lamers |
| 2018 | Moral engagement in interactive narrative games: an exploratory study on ethical agency in the walking dead and life is strange. | Anna Dechering, Sander Bakkes |
| 2018 | Repurposing citizen science games as software tools for professional scientists. | Seth Cooper, Amy L. R. Sterling, Robert Kleffner, William M. Silversmith, Justin B. Siegel |
| 2018 | Transhistorical perspective of the puzzle video game genre. | Maral Mora Cantallops |
| 2018 | An analysis and comparative user study on interactions in mobile virtual reality games. | Simon Bothn, Jos M. Font, Patrik Nilsson |
| 2018 | Player perceptions of fairness in oddly shaped dice. | Francesco Boschi, Hamna Aslam, Joseph Alexander Brown |
| 2018 | Personalized crisis management training on a tablet. | Paris Mavromoustakos Blom, Sander Bakkes, Pieter Spronck |
| 2018 | Multi-dimensional player skill progression modelling for procedural content generation. | Francisco Bicho, Carlos Martinho |
| 2018 | Exploring the hearthstone deck space. | Aditya Bhatt, Scott Lee, Fernando de Mesentier Silva, Connor W. Watson, Julian Togelius, Amy K. Hoover |
| 2018 | Understanding everything NPCs can do: metrics for action similarity in non-player characters. | J. Timothy Balint, Jan M. Allbeck, Rafael Bidarra |
| 2018 | Metareferentiality through in-game images in immersive simulation game. | Hans-Joachim Backe |
| 2018 | UPEQ: ubisoft perceived experience questionnaire: a self-determination evaluation tool for video games. | Ahmad Azadvar, Alessandro Canossa |
| 2018 | Fostering creativity in the mixed-initiative evolutionary dungeon designer. | Alberto Alvarez, Steve Dahlskog, Jos M. Font, Johan Holmberg, Chelsi Nolasco, Axel sterman |
| 2018 | Assessing aesthetic criteria in the evolutionary dungeon designer. | Alberto Alvarez, Steve Dahlskog, Jos M. Font, Johan Holmberg, Simon Johansson |