| 2017 | The gender and race of pixels: an exploration of intersectional identity representation and construction within minecraft and its community. | Emma Anderson, Justice T. Walker, Yasmin B. Kafai, Debora Lui |
| 2017 | Difficulty influence on motivation over time in video games using survival analysis. | Thibault Allart, Guillaume Levieux, Michel Pierfitte, Agathe Guilloux, Stphane Natkin |
| 2017 | Deriving quests from open world mechanics. | Ryan Alexander, Chris Martens |
| 2017 | On using graph partitioning with isomorphism constraint in procedural content generation. | Ahmed M. Abuzuraiq |
| 2015 | Monte-Carlo Tree Search for Simulation-based Play Strategy Analysis. | Alexander Zook, Brent Harrison, Mark O. Riedl |
| 2015 | A Pattern-Based Bayesian Network for the Game of Nine Men's Morris. | Dana Vrajitoru |
| 2015 | The Meme Quiz: A Facial Expression Game Combining Human Agency and Machine Involvement. | Kathleen Tuite, Ira Kemelmacher |
| 2015 | PointCraft: Harnessing Players' FPS Skills to Interactively Trace Point Clouds in 3D. | Kathleen Tuite, Rahul Banerjee, Noah Snavely, Jovan Popovic, Zoran Popovic |
| 2015 | Procedurally Generated History: building a game ecosystem through autoplay. | Gabriele Trovato, Soren Johnson, Pieter Spronck |
| 2015 | AI-based Game Design Patterns. | Mike Treanor, Alexander Zook, Mirjam P. Eladhari, Julian Togelius, Gillian Smith, Michael Cook, Tommy Thompson, Brian Magerko, John Levine, Adam M. Smith |
| 2015 | Grammar-based Procedural Content Generation from Designer-provided Difficulty Curves. | Mircea Traichioiu, Sander Bakkes, Diederik M. Roijers |
| 2015 | Bug-fixing Game-like Syllabi: Evaluating Common Issues and Iterating New Pedagogical Mechanics. | Christopher Totten, Josh McCoy, Lindsay Grace, Sarah Aristil |
| 2015 | Adventures in Hyrule: Generating Missions & Maps For Action Adventure Games. | Tommy Thompson, Becky Lavender |
| 2015 | "With Fate Guiding My Every Move": The Challenge of Spelunky. | Tommy Thompson |
| 2015 | Supporting Computational Algorithmic Thinking (SCAT): Understanding the Development of Computational Algorithmic Thinking Capabilities in African-American Middle-School Girls Through Game Design. | Jakita Owensby Thomas |
| 2015 | Comparing Player Attention on Procedurally Generated vs. Hand Crafted Sokoban Levels with an Auditory Stroop Test. | Joshua Taylor, Ian Parberry, Thomas D. Parsons |
| 2015 | Envisioning the Future of Wearable Play: Conceptual Models for Props and Costumes as Game Controllers. | Theresa Jean Tanenbaum, Karen Tanenbaum |
| 2015 | Empathy and Identity in Digital Games: Towards a New Theory of Transformative Play. | Theresa Jean Tanenbaum, Karen Tanenbaum |
| 2015 | The Learning of Zelda: Data-Driven Level Generation for Action Role Playing Games. | Adam Summerville, Morteza Behrooz, Michael Mateas, Arnav Jhala |
| 2015 | Investigating behavior change indicators and cognitive measures in persuasive health games. | Shree Subramanian, Sean Hallinan, Magy Seif El-Nasr, Mariya Shiyko, Carmen Sceppa |
| 2015 | Cropland Capture - A Game for Improving Global Cropland Maps. | Tobias Sturn, Steffen Fritz, Michael Wimmer |
| 2015 | Top Versus Bottom: Game Evaluation from an Expert or Player Perspective. | Bjrn Strt, Harko Verhagen |
| 2015 | Semantic Descriptions for Logical Content Generation. | Thomas Smith, Julian A. Padget |
| 2015 | An Analog History of Procedural Content Generation. | Gillian Smith |
| 2015 | Participatory Republics: Play and the Political. | Miguel Sicart |