| 2014 | Must be 13 to play: Addressing children participation in networked games. | Kara A. Behnke, Meg Leta Ambrose, John K. Bennett |
| 2014 | meIRL-BC: Predicting player positions in video games. | Inge Becht, Sander Bakkes |
| 2014 | Foreword. | Tiffany Barnes, Ian Bogost |
| 2014 | Design criteria for challenge balancing of personalised game spaces. | Sander Bakkes, Shimon Whiteson |
| 2014 | Codename Heroes - Designing for experience in public places in a long term pervasive game. | Jon Back, Annika Waern |
| 2014 | 'Knock Once for Yes' - Knocking as feedback in the location-based game passing on. | Jon Back |
| 2014 | Pitch perfect or exploring pitching practices in industry and games education. | Roger Altizer, Jos P. Zagal |
| 2013 | Exploring Minecraft as a conduit for increasing interest in programming. | Christopher Zorn, Chadwick A. Wingrave, Emiko Charbonneau, Joseph J. LaViola Jr. |
| 2013 | Emotion in interactive storytelling. | Huiwen Zhao |
| 2013 | Cultural differences in game appreciation: A study of player game reviews. | Jos P. Zagal, Noriko Tomuro |
| 2013 | Dark patterns in the design of games. | Jos P. Zagal, Staffan Bjrk, Chris Lewis |
| 2013 | Toward personalized guidance in interactive narratives. | Hong Yu, Mark O. Riedl |
| 2013 | Preface and acknowledgments. | |
| 2013 | Anti-heuristics for maintaining immersion through believable non-player characters. | Henrik Warpefelt, Bjrn Strt |
| 2013 | Decoding the social capability of NPCs. | Henrik Warpefelt |
| 2013 | Play-Graph: A methodology and visualization approach for the analysis of gameplay data. | Gnter Wallner |
| 2013 | Iterative didactic design of serious games. | Michael G. Wagner, Thomas Wernbacher |
| 2013 | Game analysis as a signature pedagogy of game studies. | Annika Waern |
| 2013 | Players' perceptions on the concept of the "good player" in MMOGs. | Iro Voulgari, Vassilis Komis |
| 2013 | Combining deliberation and reactive behavior for AI players in the Mini-Tichu card-game. | Martha Vlachou-Konchylaki, Stavros Vassos |
| 2013 | It's a-me / Mario: Playing as a ludic character. | Daniel Vella |
| 2013 | Adaptive companions in FPS games. | Jonathan Tremblay, Clark Verbrugge |
| 2013 | Cart-Load-O-Fun: Designing digital games for trams. | Cagdas Toprak, Joshua Platt, Hsin Yang Ho, Florian Mueller |
| 2013 | Understanding digital play in moving spaces. | Cagdas Toprak |
| 2013 | Bar chart ball, a data game. | Julian Togelius, Marie Gustafsson Friberger |