| 2011 | Untitled record | Joshua McCoy, Mike Treanor, Ben Samuel, Michael Mateas, Noah Wardrip-Fruin |
| 2011 | A spatial analysis of the JBA headquarters in | Paul Martin |
| 2011 | Fun and learning: the power of narrative. | Tim Marsh, Chuang Xuejin, Li Zhiqiang Nickole, Scot Osterweil, Eric Klopfer, Jason Haas |
| 2011 | Performatology: an arts approach to designing performative embodied agents (PEAs) for procedural character animation. | Chris Topher Maraffi |
| 2011 | An enjoyment metric for the evaluation of alternate reality games. | Andrew Peter Macvean, Mark O. Riedl |
| 2011 | Adaptive playware in physical games. | Henrik Hautop Lund, Arnar Tumi Thorsteinsson |
| 2011 | An educational tool for creating distributed physical games. | Henrik Hautop Lund, Luigi Pagliarini |
| 2011 | Brain-computer interfaces for 3D games: hype or hope? | Fabien Lotte |
| 2011 | Explicit domain modelling in video games. | David Llans, Marco Antonio Gmez-Martn, Pedro Pablo Gmez-Martn, Pedro A. Gonzlez-Calero |
| 2011 | Feature-based projections for effective playtrace analysis. | Yun-En Liu, Erik Andersen, Rich Snider, Seth Cooper, Zoran Popovic |
| 2011 | A study of raiders with disabilities in World of Warcraft. | Theodore Lim, Bonnie A. Nardi |
| 2011 | Tabletop games using real environment and physical simulation. | Jrmy Laviole, Martin Hachet, Christophe Schlick |
| 2011 | Recognizing players' activities and hidden state. | Wesley Kerr, Paul R. Cohen, Niall M. Adams |
| 2011 | Is more movement better?: a controlled comparison of movement-based games. | Katherine Isbister, Rahul Rao, Ulf Schwekendiek, Elizabeth O. Hayward, Jessamyn Lidasan |
| 2011 | Reactive animation and gameplay experience. | Chelsea Hash, Katherine Isbister |
| 2011 | Using sequential observations to model and predict player behavior. | Brent E. Harrison, David L. Roberts |
| 2011 | A point-and-shoot weapon design for outdoor multi-player smartphone games. | Robert J. Hall |
| 2011 | Using navigation meshes for collision detection. | D. Hunter Hale, G. Michael Youngblood |
| 2011 | Crafty dynamic vendor pricing in computer role-playing games. | Dominic Gurto, Malcolm Ryan, Alan Blair |
| 2011 | Human factors in entertainment computing: designing for diversity. | Kathrin Maria Gerling |
| 2011 | Exploring adolescent's STEM learning through scaffolded game design. | Alexander Ivan Games, Luke Kane |
| 2011 | Say it with systems: expanding Kodu's expressive power through gender-inclusive mechanics. | Teale Fristoe, Jill Denner, Matt MacLaurin, Michael Mateas, Noah Wardrip-Fruin |
| 2011 | Kodu game lab: improving the motivation for learning programming concepts. | Allan Fowler, Brian Cusack |
| 2011 | Navigating a 3D avatar using a single switch. | Eelke Folmer, Fangzhou Liu, Barrie Ellis |
| 2011 | From "open mailbox" to context mechanics: shifting levels of abstraction in adventure games. | Clara Fernndez-Vara |