| 2022 | "Fear the Old Blood": The Gothicism of Bloodborne. Hiranya Mukherjee |
| 2022 | "It Sucks for Me, and It Sucks for Them": The Emotional Labor of Women Twitch Streamers. Ashley Guajardo |
| 2022 | "LET ALL PARTAKE IN THE SUFFERING": MÖRK BORG as a Visual-Material Toolkit for Fan Remix. PS Berge |
| 2022 | "Mirror Dwellers": Social VR, Identity and Internet Culture. Mattia Thibault, Mila Bujic |
| 2022 | A Framework for Choice Hermeneutics. Cyril Focht, Noah Wardrip-Fruin |
| 2022 | Accessible Design of Serious Games for People with Intellectual Disabilities in Inclusive Vocational Education. Victoria Batz, Inga Lipowski, Matthias Morfeld, Christian Hansen, Michael A. Herzog |
| 2022 | An Exploitation Ecosystem Model for Fan-based Labour in the Games Industry. Christopher McCutcheon, Michael Hitchens, Mitchell W. McEwan |
| 2022 | Analysis of pay-what-you-want donation behavior in game communities on social live streaming services. Hisayuki Kunigita, Amna Javed, Youji Kohda |
| 2022 | Born in Fair Haven: Procedural Generation of Cultural Sign Systems. Craig Paul Green, Callum Nash, Jo Briggs, Xiaoming Dong |
| 2022 | Child's Play and Survival: Examining Children's Games in the Squid Game. Zahra Rizvi |
| 2022 | Comparing actual and virtual movement in a play anywhere mobile AR location-based story. Gideon Raeburn, Laurissa Tokarchuk, Martin Welton |
| 2022 | Considering the Person in the Puzzle: Challenging common assumptions about Sudoku player strategies. Alice M. Lynch, Christopher Jefferson, Uta Hinrichs |
| 2022 | Counter fictions from the margins. Isabelle Arvers |
| 2022 | Crash-N-Comedy: Slapstick Comedy in Crash Bandicoot N.Sane Trilogy and Crash Tag Team Racing. Haryo Pambuko Jiwandono |
| 2022 | Data-driven Analysis Platform for Indie Mobile Game Publishing. Yanhui Su |
| 2022 | Design of a Serious Game for Cybersecurity Ethics Training. Malcolm Ryan, Mitchell W. McEwan, Vedant Sansare, Paul Formosa, Deborah Richards, Michael Hitchens |
| 2022 | Designing Fun: A Method to Identify Experiential Elements in Analog Abstract Games. Malay Dhamelia, Girish Dalvi |
| 2022 | Digital Gaming During the Early COVID-19 Pandemic: Healthy Escapism and Social Connectedness. Timo Partala |
| 2022 | Escape Game From observation to participatory research. Nayra Vacaflor, Feirouz Boudokhane-Lima |
| 2022 | Experimenting with Endogenous Design for Digital Therapy Games. Vasundhara Agrawal, Sandeep Athavale, Akash Mohan, Rajiv Thanawala |
| 2022 | Exploring Relevance, Meaningfulness, and Perceived Learning in Entertainment Games. Rhea Sharma, Edward F. Melcer, Dominic Kao |
| 2022 | Final Fantasy VII Remake: In Search of Queer Celebration. Nicky Heijmen, Mirjam Vosmeer |
| 2022 | From Trash to Treasure: Exploring how video games are moving from popular culture to cultural heritage. Lina Eklund |
| 2022 | Game space topology revisited: A review of labyrinthine terminology. Frederik Bakkerud |
| 2022 | Gamechangers of 40k: Professionalization and Commodification of Warhammer 40, 000. Patrick Prax, Björn Sjöblom |
| 2022 | Gaming for All: Discourse and Identity amongst Difabel Gamers in Indonesia. Haryo Pambuko Jiwandono, Edeliya Relanika Purwandi |
| 2022 | Genesis of a Gaming Culture: a Historical Analysis Based on the Computer Press in Portugal. Luciana Lima, Camila Pinto, Patrícia Gouveia |
| 2022 | Habit and perception towards games and game-based learning in India: A survey study of awareness and experience with digital games. Chaitanya Solanki, Deepak John Mathew |
| 2022 | HurricaneLog: A humanitarian logistics game on hurricane preparedness and response operations. Thiago Pereira, Daniel Aloise, Marie-Ève Rancourt, Danny Godin |
| 2022 | Networked Participation sets the Game Free - Warhammer 40k on Tabletop Simulator. Patrick Prax |
| 2022 | Now It's Impersonal: On Player Decentered Design. Edward Morrell |
| 2022 | On the Maintenance of Meaning: A Deleuzian View on Proceduralism. Hongwei Zhou, Kyle Gonzalez, Nathan Altice, Noah Wardrip-Fruin, Angus G. Forbes |
| 2022 | Play Arcs: Structuring Player Stories for CoDesign & Content Generation in Persistent Game Worlds. Viktor Gustafsson, Benjamin Holme, Wendy E. Mackay |
| 2022 | Playing A|part Together in Animal Crossing: New Horizons During the COVID-19 Pandemic. Ludens Homo |
| 2022 | Playing For Keeps: Digital Games to Preserve Indigenous Languages & Traditions. Charly Harbord, David Lyons, Euan W. Dempster |
| 2022 | Playing or Being Played? Choice and Agency in Videogames: Reflecting on The Witcher III: Wild Hunt (2016). Danielle Kleinerman |
| 2022 | Posthumanist Attitude Towards Animals in Digital Games. Eleonora Imbierowicz |
| 2022 | Practical Considerations for Values-Conscious Pervasive Games. Adam Jerrett, Peter Howell, Koos J. W. de Beer |
| 2022 | Proceedings of the 2022 DiGRA International Conference: Bringing Worlds Together, DiGRA 2022, Kraków, Poland, July 7-11, 2022 |
| 2022 | Requirements analysis and speculative design of support tools for TTRPG game masters. Devi Acharya, Michael Mateas, Noah Wardrip-Fruin |
| 2022 | Serious Game Jam Operation Manual: Prototype Development and Evaluation. Megumi Aibara, Satoru Kawakami, Masakazu Furuichi |
| 2022 | Situational analysis as a method for qualitative inquiry of games. Ida Kathrine Hammeleff Jørgensen |
| 2022 | Social aspects in game accessibility research: a literature review. Lobna Hassan, Pauliina Baltzar |
| 2022 | Stories and Changing Social Norms: Representation of Gender in Video Games from 2007 to 2017. Kaitlyn Kingsland |
| 2022 | Sustainability in City-Building Games. Morgan Cox, José P. Zagal |
| 2022 | The Principal Characteristics of a Serious Game to Ensure Its Effective Design. Besma Ben Amara, Hédia Mhiri Sellami, Lamjed Ben Said |
| 2022 | The evolution of cyberpunk realia in video games. Pierre-Yves Houlmont, Björn-Olav Dozo |
| 2022 | The hidden intricacy of loot box design: A granular description of random mone-tized reward features. Nick Ballou, Charles Gbadamosi, David Zendle |
| 2022 | Towards a Model of the Design Process for Games. John P. Healy, Charlie Cullen |
| 2022 | We are Alone but not Alone - Exploring Motivations for Paying Others to Playing Video Games Together. Yahui Cao |
| 2022 | What are the odds? Lower compliance with Western loot box probability disclosure industry selfregulation than Chinese legal regulation. Leon Y. Xiao, Laura L. Henderson, Philip W. S. Newall |
| 2022 | What the spectator expects in the game of watching: Twitch.tv, materiality, and game consumption through and beyond spectatorship. Dara Coema |
| 2022 | Why microtransactions may not necessarily be bad: a criticism of the consequentialist evaluation of video game monetisation. Elena Petrovskaya |