| 2017 | A generative model of group conversation. | Hannah Morrison, Chris Martens |
| 2017 | Embodiment, collaboration, and challenge in educational programming games: exploring use of tangibles and mouse. | Edward F. Melcer, Katherine Isbister |
| 2017 | Toward understanding disciplinary divides within games research. | Edward F. Melcer, Katherine Isbister |
| 2017 | Design patterns for silent player characters in narrative-driven games. | Bria Mears, Jichen Zhu |
| 2017 | Solusforge: controlling the generation of the 3D models with spatial relation graphs. | Jo Mazeika, Jim Whitehead |
| 2017 | Efficiency, realism, and representation in generated content: a case study using family tree generation. | Peter A. Mawhorter |
| 2017 | Languages of play: towards semantic foundations for game interfaces. | Chris Martens, Matthew A. Hammer |
| 2017 | SeekWhence a retrospective analysis tool for general game design. | Tiago Machado, Andy Nealen, Julian Togelius |
| 2017 | BacToMars: a collaborative educational video game for teaching biological engineering. | Anna Loparev, Amanda Sullivan, Clarissa Verish, Lauren Westendorf, Jasmine Davis, Margaret Flemings, Marina Umaschi Bers, Orit Shaer |
| 2017 | The influence of social entities in virtual reality games on player experience and immersion. | Stefan Liszio, Katharina Emmerich, Maic Masuch |
| 2017 | Deep convolutional player modeling on log and level data. | Nicholas Liao, Matthew Guzdial, Mark O. Riedl |
| 2017 | Striving for author-friendly procedural dialogue generation. | Jonathan Lessard, Etienne Brunelle-Leclerc, Timothy Gottschalk, Marc-Antoine Jett-Lger, Odile Prouveur, Christopher Tan |
| 2017 | Identifying and evaluating successful non-meta strategies in league of legends. | Choong-Soo Lee, Ivan Ramler |
| 2017 | PlayScope: augmented microscopy as a tool to increase STEM engagement. | Cate LaPlante, Matthew Nolin, Tobi Saulnier |
| 2017 | Mission HydroSci: a progress report on a transformational role playing game for science learning. | James M. Laffey, Joe Griffin, Justin Sigoloff, Sean Lander, Troy D. Sadler, Sean P. Goggins, So Mi Kim, Eric Wulff, Andrew J. Womack |
| 2017 | Prosocial behavior in an online game community: an ethnographic study. | Yubo Kou, Magnus Johansson, Harko Verhagen |
| 2017 | WaveFunctionCollapse is constraint solving in the wild. | Isaac Karth, Adam M. Smith |
| 2017 | Behavior change types with Pokmon GO. | Tuomas Kari, Jonne Arjoranta, Markus Salo |
| 2017 | Learning the patterns of balance in a multi-player shooter game. | Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis |
| 2017 | Untitled record | Dominic Kao, D. Fox Harrell |
| 2017 | Getting the GISST: a toolkit for the creation, analysis and reference of game studies resources. | Eric Kaltman, Joseph C. Osborn, Noah Wardrip-Fruin, Michael Mateas |
| 2017 | Indicator products for observing market conditions and game trends in MMOG. | Sheng-Yi Hsu, Chia-Lin Hsu, Shing-Yun Jung, Chuen-Tsai Sun |
| 2017 | AI-assisted analysis of player strategy across level progressions in a puzzle game. | Britton Horn, Amy K. Hoover, Yetunde Folajimi, Jackie Barnes, Casper Harteveld, Gillian Smith |
| 2017 | Procedural zelda: a PCG environment for player experience research. | Norbert Heijne, Sander Bakkes |
| 2017 | Subverting historical cause & effect: generation of mythic biographies in | Jason Grinblat, C. Brian Bucklew |