| 2025 | A Surfeit of Barbarians: Using Facial Recognition Technology to Generate a Dungeons and Dragons Character. | Melissa J. Rogerson, Sasha Soraine, Niels Wouters |
| 2025 | Towards a Celeste AI Framework: Agent-free Automated 2D Level Generation for Multidirectional Platformers. | Louis Robinet, Marcello A. Gmez Maureira, Mike Preuss |
| 2025 | Gaming (With) the Xbox Adaptive Controller. | Wayne Reynolds |
| 2025 | Maintenance in Procedural Level Design: Lessons from Ludoscope. | Daria Protsenko, Joris Dormans, Riemer van Rozen |
| 2025 | Evaluating Large Language Models through Communication Games: An Agent-Based Framework Using Werewolf in Unity. | Christian Poglitsch, Fabian Szakcs, Johanna Pirker |
| 2025 | The Intersection of Play and History: Integrating Historical Content in Tabletop Role-Playing Games for Education. | Dimitra Petousi, Akrivi Katifori, Pantelis Sakellariadis, Katerina Servi, Lori Kougioumtzian, Georgia Koutiva, Maria Roussou, Yannis E. Ioannidis |
| 2025 | Between Illusion and Reality: A Philosophical Reflection on the Fantasy Created by Video Games. | Huajing Pan |
| 2025 | The Elusive "Gaming Culture": Assessing Cluster Stability of Players' Experience from 26 Countries. | Georg Palasser, Johannes Pfau, Alessandro Canossa, Ahmad Azadvar, Johanna Pirker, Casper Harteveld |
| 2025 | Cluedo AI: Applying Constraint-Solving Methods to Play the Multi-Player Deduction Game Cluedo. | Fandi Meng, Simon M. Lucas |
| 2025 | Lushness in Game Design: The Role of Non-Interactive Visual Embellishments in Player Experience. | Anna-Lena Meiners, Damian Reich, Kieran Hicks, Dmitry Alexandrovsky, Kathrin Gerling |
| 2025 | Analytic Procgen with Composable Design Space Expressions. | Ross Mawhorter, Adam M. Smith |
| 2025 | Toward Understanding Display Size for FPS Esports Aiming. | Arjun Madhusudan, Josef B. Spjut, Benjamin Watson, Seth Schneider, Ben Boudaoud, Joohwan Kim |
| 2025 | Stories from the Bottom Up: Emergent Narratives with Composable Story Sifting Patterns. | Qianwen Lyu, David E. Millard, Nicholas Gibbins |
| 2025 | Tracing Research Through Design with Ponte: bridging game development repositories and qualitative research tools. | Enric Granzotto Llagostera, Rilla Khaled, Kalervo A. Sinervo |
| 2025 | Evaluating the Impact of User and Learning Experience in Three Cultural Heritage VR Applications. | Wenjun Liu, Charlie Hargood, Wen Tang, Vedad Hulusic |
| 2025 | Trends in Gaming - Views of Industry Professionals and Game Scholars. | Annakaisa Kultima |
| 2025 | Piecing the puzzle together: Towards improving digital tools for board game design. | Lori Kougioumtzian, Christos Lougiakis, Akrivi Katifori, Giorgos Ganias, Yannis E. Ioannidis |
| 2025 | Souls-VR: Dodge-Rolling in Virtual Reality. | Markus Kirjonen, Adas Slezas, Supriya Dutta, Markus Laattala, Perttu Hmlinen |
| 2025 | Thematization of actions in open-world action-adventure games. | Miikka Junnila |
| 2025 | LEGO Prototyping in an Introductory Game Development Course. | Britton Horn |
| 2025 | Understanding Game Art Practice Beyond Technical Expertise: A Qualitative Study. | Dave Hawey |
| 2025 | Temporal Collisions: On the Use of Narrative Conventions from Genre Fiction for Location-Based Cultural Heritage Games. | Mads Haahr, Valentina Nisi, Joris Vreeke, Charlie Hargood |
| 2025 | Explaining and Clustering Playtraces Using Temporal Logics. | Pablo Gutirrez-Snchez, Diego Prez-Libana, Raluca D. Gaina |
| 2025 | Where am I? Design Pointers for Enhanced Spatial Orientation in 3D Games. | Christian Feichtinger, Michael Lankes |
| 2025 | Enhancing Game Mechanics for IP-Based Games: The IP-MDA Framework with a Case Study on the White Day Korean Horror IP. | Soyoun Eom, Chanuk Moon, Ahyeong Shim, Jooeun Kang, JaeJun Lee |