| 2026 | LLMs are the Ideal Candidate for Mixed-Initiative Game Design Pillar Workflows. | Julian Geheeb, Marvin Julian Schwarz, Daniel Dyrda, Georg Groh |
| 2026 | Game Development for Diverse Academic Backgrounds: Designing an Inclusive Pedagogy. | Allan Fowler, Michaela Dodd, Athirah Zaini, Xue Bai, Tian Mai, Foaad Khosmood |
| 2026 | Designing an AR Experience Memorializing the Duke University Silent Vigil: Embodiment Invitation and AR Design. | John Joseph Fennimore |
| 2026 | What game developers actually want from procedural level generation tools. | Bojan Endrovski, Joris Dormans, Rafael Bidarra |
| 2026 | Game Design Pillars: Between Concept and Practice. | Daniel Dyrda, Felipe Wink Rodrigues Lucas, Martin Schacherbauer, Chrysa Bika, Julian Geheeb, Johanna Pirker |
| 2026 | The Pacing Diagram: A Step Toward a Shared Player Experience Language for Game Design. | Daniel Dyrda, Julian Geheeb, Martin Schacherbauer, Johanna Pirker, Gudrun Klinker |
| 2026 | Engram: Personality-Parameterized Schema Memory for NPC Cognitive Diversity. | Ashmita Dua, Devesh Kriplani, Kaashvi Devgan |
| 2026 | Exploring Player Behaviour in Counter-Strike Global Offensive as a Mobility Problem. | Reia Drucker, Kevin Stanley, Yelizaveta Fitsner |
| 2026 | How Diegetic Maps Shape Wayfinding, Storytelling, and Immersion. | Claire Anne Dormann, Guenter Wallner |
| 2026 | Designer as Guest, Collaborating with Materials: Theorizing video game development practice through the Materializing Design Method. | Adrian Demleitner, Rilla Khaled, Courtney Blamey |
| 2026 | (Re)constructing and (Re)Imagining Archaeological Sites: The Talos Principle's Egypt. | Jennifer Cromwell |
| 2026 | Rhythm Walker: The Effect of Music Choice and Rhythm in Game-music Integration for Exergames. | Lewis Matheson Creed, Dean Shu, Drason Guo, Zixuan Wang, Dominik Cyrillus Lange-Nawka, Burkhard C. Wnsche |
| 2026 | Post-Thinking in NPC Dialogue: A Paradigm for Reflective Character Models. | Keegan Carey, Hexi Wang |
| 2026 | Transdiegetic Sound in Narrative-Driven Strategy Games. | Xuyuan Cai, Eln Carstensdttir |
| 2026 | Extending STRIVE to World of Tanks: A Cross-Game Validation of a Socio-behavioral Player Taxonomy. | Alexander J. Bisberg, Emily Chen, Dmitri Williams, Emilio Ferrara |
| 2026 | No Prototypical Prototypes: Prototypes as the Stone Tools of Game Development. | Katie Biittner, Paul Allen Newell, John Aycock |
| 2026 | Dynamic Crossword Difficulty via Reactive Puzzle Construction. | Colan F. Biemer, Seth Cooper |
| 2026 | Improving Sample Efficiency in Multi-Agent Reinforcement Learning for Simulated Football Games via Exploration. | Amir Baghi, Jens Sjlund, Joakim Bergdahl, Linus Gissln, Alessandro Sestini |
| 2026 | Ctrl + Create: Empowering Creative Control in AI-Driven Rapid Level Design. | Arthur Baars, Fabian Akker, Angelos Chatzimparmpas, Johannes Pfau |
| 2026 | LAVA: Large-scale Archaeological Videogame Analysis. | John Aycock, Katie Biittner, Minori Olguin, Hira Asad |
| 2026 | Designing a Practice-Based Mobile Prototype for Mental Health Literacy through Emotional Granularity and Reflective Play. | Tania Catherine Olarte Avila |
| 2026 | Designed to Fail: Puzzle Game Developers' Perspectives on Designing Challenge and Failure. | Craig G. Anderson, Nasim Eshgarf, Zack Carpenter, David DeLiema |
| 2026 | Creating Memorable Player Experiences Through Level Design: A Case Study of Elden Ring's Siofra River Well Elevator Scene. | Ismail Adiyaman, Chrysa Bika, Daniel Dyrda |
| 2025 | Dice Adventure: An Asymmetrical Collaborative Game for Exploring the Hybrid Teaming Effects. | Qiao Zhang, Glen Smith, Ziyu Li, Yuxuan Dong, Erik Harpstead, Christopher J. MacLellan |
| 2025 | Mapping Practices of Academic Game Development. | Tim Yeung, Maximilian A. Friehs, Marcello A. Gmez Maureira |