| 2017 | Art and science of engineered design: what kind of discipline is PCG? | Jim Whitehead |
| 2017 | From computational narrative analysis to generation: a preliminary review. | Josep Valls-Vargas, Jichen Zhu, Santiago Ontan |
| 2017 | Graph grammar-based controllable generation of puzzles for a learning game about parallel programming. | Josep Valls-Vargas, Jichen Zhu, Santiago Ontan |
| 2017 | A semantic approach to patch-based procedural generation of urban road networks. | Edward Teng, Rafael Bidarra |
| 2017 | Mechanics automatically recognized via interactive observation: jumping. | Adam Summerville, Joseph C. Osborn, Christoffer Holmgrd, Daniel W. Zhang |
| 2017 | Understanding mario: an evaluation of design metrics for platformers. | Adam Summerville, Julian R. H. Mario, Sam Snodgrass, Santiago Ontan, Levi H. S. Lelis |
| 2017 | A taxonomy of narrative-centric board and card games. | Anne Sullivan, Anastasia Salter |
| 2017 | What do we value in procedural content generation? | Gillian Smith |
| 2017 | A framework for exploring and evaluating mechanics in human computation games. | Kristin Siu, Alexander Zook, Mark O. Riedl |
| 2017 | Evaluating singleplayer and multiplayer in human computation games. | Kristin Siu, Matthew Guzdial, Mark O. Riedl |
| 2017 | AI-based playtesting of contemporary board games. | Fernando de Mesentier Silva, Scott Lee, Julian Togelius, Andy Nealen |
| 2017 | Design, appropriation, and use of technology in larps. | Elena Mrquez Segura, Katherine Isbister, Jon Back, Annika Waern |
| 2017 | What's in a name?: naming games that solve real-world problems. | Karen Schrier |
| 2017 | The first door: gender, authority and choice in | Mike Scanlon, Tom Swanson, Paul Darvasi, Jen Jenson |
| 2017 | Engagement effects of player rating system-based matchmaking for level ordering in human computation games. | Anurag Sarkar, Michael Williams, Sebastian Deterding, Seth Cooper |
| 2017 | This is fine: #ResistJam and the 2016 election in gaming. | Anastasia Salter, Bridget Marie Blodgett |
| 2017 | Assessing implicit computational thinking in zoombinis gameplay. | Elizabeth Rowe, Jodi Asbell-Clarke, Santiago Gasca, Kathryn Cunningham |
| 2017 | All the feels: designing a tool that reveals streamers' biometrics to spectators. | Raquel Robinson, Zachary Rubin, Elena Mrquez Segura, Katherine Isbister |
| 2017 | Session based behavioral clustering in open world sandbox game TUG. | Marcelo Spiezzi Raimbault, Corey Clark |
| 2017 | Designing for immediate play. | Martin Pichlmair, Lena Mech, Miguel Sicart |
| 2017 | Refining operational logics. | Joseph C. Osborn, Noah Wardrip-Fruin, Michael Mateas |
| 2017 | Automatic mapping of NES games with mappy. | Joseph C. Osborn, Adam Summerville, Michael Mateas |
| 2017 | The problematic coexistence of "internet gaming disorder" and esports. | Rune Kristian Lundedal Nielsen, Veli-Matti Karhulahti |
| 2017 | Meaning without consequence: virtue ethics and inconsequential choices in games. | Jeff L. Nay, Jos P. Zagal |
| 2017 | Proposal for analyzing player emotions in an interactive narrative using story intention graphs. | John T. Murray, Michael Mateas, Noah Wardrip-Fruin |