| 2026 | Materializing Design Knowledge with the Method for Design Materialization. | Rilla Khaled, Matthew Bethancourt |
| 2026 | Bitzer Bytes Back: The Rhetorical Situation of Video Games. | Vee Kennedy |
| 2026 | Playing the Model: Ideology, Bias, and the Rhetoric of LLM Games. | Jack Kelly, Noah Wardrip-Fruin, Eln Carstensdttir |
| 2026 | Playing with Data: A Systematic Review of Games for Visualization Literacy. | Magdalna Kejstov, Simone Kriglstein |
| 2026 | Constructing a Replay-Derived Dataset of Controller Operations for Player Authentication in Fighting Games. | Takeshi Kawamoto, Maharage Nisansala Sevwandi Perera, Franziska Zimmer, Ryosuke Kobayashi, Mhd Irvan, Rie Shigetomi Yamaguchi |
| 2026 | The Partial Truth about Virtual Objects: How Users Reason About and Explore Intentionally Simplified Environments. | Jesper Juul, Emil Hammar, Dooley Murphy, Alessandro Canossa |
| 2026 | Actions And Activities As Game Design Building Blocks For Varied Theme-Centric Gameplay. | Miikka Junnila |
| 2026 | Talking Wildfire: How Discourse in Serious Games Shapes Collaborative Learning and Preparedness. | Mrio Escarce Junior, MJ Johns, Shivam Shukla, Darian Lee, Mennatullah Hendawy, Susanne Jul, Katherine Isbister, Magy Seif El-Nasr |
| 2026 | Flourish: Exploring the Use of Hyperobject Paradigms for Developing an Environmental Preservation Self-Efficacy VR Game. | Mads Nyborg Jespersen, Mira Chilli Christensen, Ronja Glsing, Vanilla Riis Mortensen, Mads Hummelshj-Agerholm, Ivan Adriyanov Nikolov |
| 2026 | 'What's the point?': How Players Use And Perceive Commendation Systems in Online Multiplayer Games. | Nicolas Ioannou, Julian Frommel, Mehmet Sevinli, Susanne Poeller |
| 2026 | Ludoforming strategies in small-scale open worlds. The design philosophy of Ryu Ga Gotoku Studio. | Zidong Huang, Diego Barroso |
| 2026 | The Unbearable Vacuity of Game Mechanics. | Benjamin Horn, Jussi Holopainen, Espen Aarseth, Pawel Grabarczyk, Leon Xiao |
| 2026 | Experiencing the environmental impact of AI with the VR serious game Outsourced. | Benedikt Holland, Dmytro Maksymchuk, Saloni Saxena, Zain Munir, Zygimantas Liutkus, Tzu-Hsin Hsieh, Amir Zaidi, Marie Kegeleers, Rafael Bidarra |
| 2026 | Understanding Player Movement in 3D Action-Adventure Games: From Mechanics to Implementation. | Tobias Florian Heller, Daniel Dyrda |
| 2026 | Reflections on Teaching Game Design Research. | John P. Healy |
| 2026 | Toward a Taxonomy of LLM Roles and Interaction Patterns in Game Content Generation Systems. | Ashley Hart |
| 2026 | Representing and Generating Levels Over Time through Playtrace Reconstructive Partitioning. | Emily Halina, Matthew Guzdial |
| 2026 | Understanding Game Development Roles and Related Skill Competences. | Ria Gynther, Saija Heinonen, Jaakko Kemppainen, Annakaisa Kultima |
| 2026 | A Ludic filter for game reconstructions: Do modern rules for Pente Grammai work? | James Goodman, Summer Courts |
| 2026 | An Exploration of Collision-based Enemy Morphology Generation. | Johor Jara Gonzalez, Matthew Guzdial |
| 2026 | Finite Automata Extraction: Low-data World Model Learning as Programs from Gameplay Video. | Dave Goel, Matthew Guzdial, Anurag Sarkar |
| 2026 | With the Stroke of a Brush: A Generative-AI Smart Brush for Instant Game Map Editing. | Vitaly Gnatyuk, Valeriia Koriukina, Ilya Levoshevich, Pavel Nurminskiy, Guenter Wallner |
| 2026 | Angry Men, Pretty Women: Gendered Emotional Design in MOBA and Hero-Shooter Games. | Federica Giusti, Mehmet Sevinli, Judith F. Masthoff, Susanne Poeller |
| 2026 | AI-Supported and Socially-Augmented Gamification to Overcome Behavioral Barriers in Sustainable Cooking. | Talayeh Dehghani Ghotbabadi, Magy Seif El-Nasr, Tobias Hodel |
| 2026 | Large Language Models for Behavior Trees Generation in Unreal Engine. | Axel Gerbeaud, Leo Lorcet, Loan Campan, Alexander Dockhorn, Florian Wolf, Aurelien Lherbier, Mal Addoum |