| 2011 | Only the good... get pirated: game piracy activity vs. metacritic score. | Anders Drachen, Kevin Bauer, Robert W. D. Veitch |
| 2011 | Level design as model transformation: a strategy for automated content generation. | Joris Dormans |
| 2011 | A prototype quest generator based on a structural analysis of quests from four MMORPGs. | Jonathon Doran, Ian Parberry |
| 2011 | Automatic identification and generation of highlight cinematics for 3D games. | Mike Dominguez, R. Michael Young, Stephen Roller |
| 2011 | Descriptions: a viable choice for video game authors. | Neesha Desai, Duane Szafron |
| 2011 | If you build it they might stay: retention mechanisms in World of Warcraft. | Thomas Debeauvais, Bonnie A. Nardi, Diane J. Schiano, Nicolas Ducheneaut, Nicholas Yee |
| 2011 | SpeedRock: procedural rocks through grammars and evolution. | Isaac M. Dart, Gabriele De Rossi, Julian Togelius |
| 2011 | On creating a native real-time-strategy game user interface for multi-touch devices. | Nicole Crenshaw, Scott Orzech, Wai Son Wong, Alexandra Holloway |
| 2011 | Analysis of social gameplay macros in the Foldit cookbook. | Seth Cooper, Firas Khatib, Ilya Makedon, Hao L, Janos Barbero, David Baker, James Fogarty, Zoran Popovic, Foldit players |
| 2011 | Using your friends: social mechanics in social games. | Mia Consalvo |
| 2011 | Beachcomber: a game for the visually impaired. | Nathan Ching, Melody Wang, Malcolm Ryan, Ralph Stevenson, Clare Andreallo |
| 2011 | A computational approach towards conflict resolution for serious games. | Yun-Gyung Cheong, Rilla Khaled, Corrado Grappiolo, Joana Campos, Carlos Martinho, Gordon Ingram, Ana Paiva, Georgios N. Yannakakis |
| 2011 | Wizard of Wii: toward understanding player experience in first person games with 3D gestures. | Salman Cheema, Joseph J. LaViola Jr. |
| 2011 | Narrative affordance: towards a model of the foreseeability and perceivability of story elements in an interactive narrative. | Rogelio Cardona-Rivera |
| 2011 | Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration. | Alessandro Canossa, Anders Drachen, Janus Rau Mller Srensen |
| 2011 | (In)formative play: the effects of digital games on creativity and problem-solving skills. | Johannes Breuer |
| 2011 | BeadLoom Game: adding competitive, user generated, and social features to increase motivation. | Acey Kreisler Boyce, Katelyn Doran, Antoine Campbell, Shaun Pickford, Dustin Culler, Tiffany Barnes |
| 2011 | Lessons in user interface design in the procedural city generation for games tool rban PAD. | Lionel Barret, Claudia Vance, G. Michael Youngblood |
| 2011 | Toward a computational model of focalization in narrative. | Byung-Chull Bae, Yun-Gyung Cheong, Robert Michael Young |
| 2011 | Measuring cooperative gameplay pacing in World of Warcraft. | Martin Ashton, Clark Verbrugge |
| 2011 | On the harmfulness of secondary game objectives. | Erik Andersen, Yun-En Liu, Rich Snider, Roy Szeto, Seth Cooper, Zoran Popovic |
| 2011 | Towards fast, believable real-time rendering of burning objects in video games. | Dhanyu Amarasinghe, Ian Parberry |
| 2011 | Two methods for voxel detail enhancement. | Adam M. Smith |
| 2010 | Implementing games on pinball machines. | Daniel Wong, Darren Earl, Fred Zyda, Ryan Zink, Sven Koenig, Allen Pan, Selby Shlosberg, Jaspreet Singh, Nathan R. Sturtevant |
| 2010 | Toward proccedural decorative ornamentation in games. | Jim Whitehead |