| 2010 | A framework for evidence based visual style development for serious games. Tim McLaughlin, Dennie Smith, Irving A. Brown |
| 2010 | A qualitative study of Ragnarök Online private servers: in-game sociological issues. Thomas Debeauvais, Bonnie A. Nardi |
| 2010 | ABC-Sprints: adapting Scrum to academic game development courses. Jonas Schild, Robert Walter, Maic Masuch |
| 2010 | Adapting personal music for synesthetic game play. Samuel Rossoff, George Tzanetakis, Bruce Gooch |
| 2010 | Analysis of level design 'push & pull' within 21 games. David Milam, Magy Seif El-Nasr |
| 2010 | Applying game design principles to social skills learning for students in special education. Lisa M. Tolentino, Philippos Savvides, David Birchfield |
| 2010 | Authoring serious games. Florian Mehm |
| 2010 | BeadLoom Game: using game elements to increase motivation and learning. Acey Kreisler Boyce, Tiffany Barnes |
| 2010 | Catalyst: seeing through the eyes of a cat. Jeremy Long, Anthony Estey, David Bartle, Sven C. Olsen, Amy Ashurst Gooch |
| 2010 | Design patterns in FPS levels. Kenneth Hullett, Jim Whitehead |
| 2010 | Dynamic social planning and intention revision in generative story planning. Matthew William Fendt |
| 2010 | Exploring strategies and guidelines for developing full body video game interfaces. Juliet Norton, Chadwick A. Wingrave, Joseph J. LaViola Jr. |
| 2010 | Game-themed instructional modules: a video case study. Robin Lynn Angotti, Cinnamon Hillyard, Michael Panitz, Kelvin Sung, Keri Marino |
| 2010 | Gameplay analysis through state projection. Erik Andersen, Yun-En Liu, Ethan Apter, François Boucher-Genesse, Zoran Popovic |
| 2010 | Games for CS education: computer-supported collaborative learning and multiplayer games. Andrea Nickel, Tiffany Barnes |
| 2010 | Grapevine: a gossip generation system. Foaad Khosmood, Marilyn A. Walker |
| 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 | Improving crowd behaviour for games and virtual worlds. Saskia Groenewegen |
| 2010 | In search of lost time: on game goals and failure costs. Jesper Juul |
| 2010 | Individual differences in gameplay and learning: a narrative-centered learning perspective. Jonathan P. Rowe, Lucy R. Shores, Bradford W. Mott, James C. Lester |
| 2010 | Integrating players, reputation and ranking to manage cheating in MMOGs. Dmitri Botvich, Jimmy McGibney, Georgy Ostapenko, Stefano De Paoli, Aphra Kerr, Max Keatinge |
| 2010 | International Conference on the Foundations of Digital Games, FDG '10, Pacific Grove, CA, USA, June 19-21, 2010 Ian Horswill, Yusuf Pisan |
| 2010 | Investigating studio-based learning in a course on game design. Anthony Estey, Jeremy Long, Bruce Gooch, Amy Ashurst Gooch |
| 2010 | Lessons from a course on serious games research and prototyping. Amanda Chaffin, Tiffany Barnes |
| 2010 | Mining game statistics from web services: a World of Warcraft armory case study. Chris Lewis, Noah Wardrip-Fruin |
| 2010 | OutRun: perversive games and designing the de-simulation of eight-bit driving. Garnet D. Hertz |
| 2010 | Playing with words: from intuition to evaluation of game dialogue interfaces. Serdar Sali, Noah Wardrip-Fruin, Steven Dow, Michael Mateas, Sri Kurniawan, Aaron A. Reed, Ronald Liu |
| 2010 | Race and gender in play practices: young African American males. Betsy James DiSalvo, Amy S. Bruckman |
| 2010 | Reaching out with game design. Katelyn Doran, Acey Kreisler Boyce, Samantha L. Finkelstein |
| 2010 | Real-time team-mate AI in games: a definition, survey, & critique. Kevin McGee, Aswin Thomas Abraham |
| 2010 | Reconstructing the world in 3D: bringing games with a purpose outdoors. Kathleen Tuite, Noah Snavely, Dun-Yu Hsiao, Adam M. Smith, Zoran Popovic |
| 2010 | Scenario adaptivity in serious games. Ricardo Lopes |
| 2010 | Stats invaders!: learning about statistics by playing a classic video game. Dylan Arena, Daniel L. Schwartz |
| 2010 | Supporting collaborative real-time strategic planning in multi-player games. Matthew W. Johnson |
| 2010 | Tanagra: a mixed-initiative level design tool. Gillian Smith, Jim Whitehead, Michael Mateas |
| 2010 | The challenge of designing scientific discovery games. Seth Cooper, Adrien Treuille, Janos Barbero, Andrew Leaver-Fay, Kathleen Tuite, Firas Khatib, Alex Cho Snyder, Michael Beenen, David Salesin, David Baker, Zoran Popovic |
| 2010 | The science of level design. Kenneth Hullett |
| 2010 | This is how we play it: what a mega-LAN can teach us about games. T. L. Taylor, Emma Witkowski |
| 2010 | Toward effective game-based social skills tutoring for children: an evaluation of a social adventure game. James M. Thomas, Melissa E. DeRosier |
| 2010 | Towards social gaming methods for improving game-based computer science education. Andrew Hicks |
| 2010 | VI-Tennis: a vibrotactile/audio exergame for players who are visually impaired. Tony Morelli, John Foley, Luis Columna, Lauren Lieberman, Eelke Folmer |
| 2010 | Weatherlings: a new approach to student learning using web-based mobile games. Josh Sheldon, Judy Perry, Eric Klopfer, Jennifer Ong, Vivian Hsueh-Hua Chen, Pei Wen Tzuo, Louisa Rosenheck |
| 2010 | What went wrong: a taxonomy of video game bugs. Chris Lewis, Jim Whitehead, Noah Wardrip-Fruin |