| 2013 | MovMote: A game for studying interpretation. | Jason Begy, Steven Schirra |
| 2013 | Automated redesign of local playspace properties. | Aaron William Bauer, Seth Cooper, Zoran Popovic |
| 2013 | Moral dilemmas in role playing digital games. | Cristina Battaglino |
| 2013 | Inferring cognitive behaviors from low-level user interactions in games. | Titus Barik |
| 2013 | Course on interaction games and learning for interaction design students. | Wolmet Barendregt, Mattias von Feilitzen |
| 2013 | More naturalness, less control: The effect of natural mapping on the co-located player experience. | Vero Vanden Abeele, Bob De Schutter, Brian J. Gajadhar, Daniel M. Johnson |
| 2012 | Automated scenario generation: toward tailored and optimized military training in virtual environments. | Alexander Zook, Stephen Lee-Urban, Mark O. Riedl, Heather K. Holden, Robert A. Sottilare, Keith W. Brawner |
| 2012 | Skill-based Mission Generation: A Data-driven Temporal Player Modeling Approach. | Alexander Zook, Stephen Lee-Urban, Michael R. Drinkwater, Mark O. Riedl |
| 2012 | PLATO: a coordination framework for designers of multi-player real-time digital games. | Aryan Zohoorian, Kevin G. Stanley, Carl Gutwin, Amin Tavassolian |
| 2012 | Using an interactive visual novel to promote patient empowerment through engagement. | Langxuan Yin, Lazlo Ring, Timothy W. Bickmore |
| 2012 | Designing pervasive health games for sustainability, adaptability and sociability. | Yan Xu, Erika Shehan Poole, Andrew D. Miller, Elsa Eiriksdottir, Richard Catrambone, Elizabeth D. Mynatt |
| 2012 | Regulating virtual environments. | Darryl Woodford |
| 2012 | Tidy city: a location-based game supported by in-situ and web-based authoring tools to enable user-created content. | Richard Wetzel, Lisa Blum, Leif Oppermann |
| 2012 | Validating a plan-based model of narrative conflict. | Stephen G. Ware, Robert Michael Young |
| 2012 | Picard: a creative and social online flashcard learning game. | Kathleen Tuite, Timothy Pavlik, Sandra B. Fan, Tyler Robison, Alexander Jaffe, Yun-En Liu, Erik Andersen, Steven L. Tanimoto |
| 2012 | The micro-rhetorics of | Mike Treanor, Bobby Schweizer, Ian Bogost, Michael Mateas |
| 2012 | Game-O-Matic: Generating Videogames that Represent Ideas. | Mike Treanor, Bryan Blackford, Michael Mateas, Ian Bogost |
| 2012 | Adaptive quests for dynamic world change in MMORPGs. | Emmett Tomai, Rosendo Salazar, Dave Salinas |
| 2012 | Compositional procedural content generation. | Julian Togelius, Trndur Justinussen, Anders Hartzen |
| 2012 | The design of Mismanor: creating a playable quest-based story game. | Anne Sullivan, April Grow, Michael Mateas, Noah Wardrip-Fruin |
| 2012 | Sports newsgames: prediction, speculation, and accuracy. | Abe Stein |
| 2012 | PCG-based game design: creating Endless Web. | Gillian Smith, Alexei Othenin-Girard, Jim Whitehead, Noah Wardrip-Fruin |
| 2012 | A case study of expressively constrainable level design automation tools for a puzzle game. | Adam M. Smith, Erik Andersen, Michael Mateas, Zoran Popovic |
| 2012 | Using game development to reveal programming competency. | Steven Simmons, Betsy James DiSalvo, Mark Guzdial |
| 2012 | A curiously short history of game art. | John Sharp |