| 2011 | (In)formative play: the effects of digital games on creativity and problem-solving skills. Johannes Breuer |
| 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 | A computational model of narrative conflict. Stephen G. Ware |
| 2011 | A different approach to teaching Chinese through serious games. Jeremiah J. Shepherd, Renaldo J. Doe, Matthew Arnold, Yun Zhu, Jijun Tang |
| 2011 | A new look at World of Warcraft's social landscape. Diane J. Schiano, Bonnie A. Nardi, Thomas Debeauvais, Nicolas Ducheneaut, Nicholas Yee |
| 2011 | A point-and-shoot weapon design for outdoor multi-player smartphone games. Robert J. Hall |
| 2011 | A spatial analysis of the JBA headquarters in Paul Martin |
| 2011 | A study of raiders with disabilities in World of Warcraft. Theodore Lim, Bonnie A. Nardi |
| 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 | An enjoyment metric for the evaluation of alternate reality games. Andrew Peter Macvean, Mark O. Riedl |
| 2011 | An inclusive view of player modeling. Adam M. Smith, Chris Lewis, Kenneth Hullet, Anne Sullivan |
| 2011 | Analysis of social gameplay macros in the Foldit cookbook. Seth Cooper, Firas Khatib, Ilya Makedon, Hao Lü, Janos Barbero, David Baker, James Fogarty, Zoran Popovic, Foldit players |
| 2011 | Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration. Alessandro Canossa, Anders Drachen, Janus Rau Møller Sørensen |
| 2011 | Automatic identification and generation of highlight cinematics for 3D games. Mike Dominguez, R. Michael Young, Stephen Roller |
| 2011 | Beachcomber: a game for the visually impaired. Nathan Ching, Melody Wang, Malcolm Ryan, Ralph Stevenson, Clare Andreallo |
| 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 | Brain-computer interfaces for 3D games: hype or hope? Fabien Lotte |
| 2011 | Choosing human team-mates: perceived identity as a moderator of player preference and enjoyment. Tim Robert Merritt, Kevin McGee, Teong Leong Chuah, Christopher Ong |
| 2011 | Crafty dynamic vendor pricing in computer role-playing games. Dominic Gurto, Malcolm Ryan, Alan Blair |
| 2011 | Curveship's automatic narrative style. Nick Montfort |
| 2011 | Descriptions: a viable choice for video game authors. Neesha Desai, Duane Szafron |
| 2011 | Don't play me: EVE Online, new players and rhetoric. Christopher A. Paul |
| 2011 | Explicit domain modelling in video games. David Llansó, Marco Antonio Gómez-Martín, Pedro Pablo Gómez-Martín, Pedro A. González-Calero |
| 2011 | Exploring adolescent's STEM learning through scaffolded game design. Alexander Ivan Games, Luke Kane |
| 2011 | Feature-based projections for effective playtrace analysis. Yun-En Liu, Erik Andersen, Rich Snider, Seth Cooper, Zoran Popovic |
| 2011 | Feeling the ambiance: using smart ambiance to increase contextual awareness in game agents. Colm Sloan, John D. Kelleher, Brian Mac Namee |
| 2011 | Foundations of Digital Games, FDG'11, Bordeaux, France, June 28 - July 1, 2011 Marc Cavazza, Katherine Isbister, Charles Rich |
| 2011 | From "open mailbox" to context mechanics: shifting levels of abstraction in adventure games. Clara Fernández-Vara |
| 2011 | Fun and learning: the power of narrative. Tim Marsh, Chuang Xuejin, Li Zhiqiang Nickole, Scot Osterweil, Eric Klopfer, Jason Haas |
| 2011 | Guidelines for personalizing the player experience in computer role-playing games. Juha-Matti Vanhatupa |
| 2011 | Human factors in entertainment computing: designing for diversity. Kathrin Maria Gerling |
| 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 | Is more movement better?: a controlled comparison of movement-based games. Katherine Isbister, Rahul Rao, Ulf Schwekendiek, Elizabeth O. Hayward, Jessamyn Lidasan |
| 2011 | Kodu game lab: improving the motivation for learning programming concepts. Allan Fowler, Brian Cusack |
| 2011 | Lessons in teaching game design. Anne Sullivan, Gillian Smith |
| 2011 | Measuring cooperative gameplay pacing in World of Warcraft. Martin Ashton, Clark Verbrugge |
| 2011 | Minstrel remixed: a reconstruction and exploration. Brandon Robert Tearse |
| 2011 | Modelling virtual camera behaviour through player gaze. Andrea Picardi, Paolo Burelli, Georgios N. Yannakakis |
| 2011 | Multi-core processing within the frontal lobe. J. Adam Noah, Atsumichi Tachibana, Shaw Bronner |
| 2011 | Narrative affordance: towards a model of the foreseeability and perceivability of story elements in an interactive narrative. Rogelio Cardona-Rivera |
| 2011 | Navigating a 3D avatar using a single switch. Eelke Folmer, Fangzhou Liu, Barrie Ellis |
| 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 | On the harmfulness of secondary game objectives. Erik Andersen, Yun-En Liu, Rich Snider, Roy Szeto, Seth Cooper, Zoran Popovic |
| 2011 | Only the good... get pirated: game piracy activity vs. metacritic score. Anders Drachen, Kevin Bauer, Robert W. D. Veitch |
| 2011 | Performatology: an arts approach to designing performative embodied agents (PEAs) for procedural character animation. Chris Topher Maraffi |
| 2011 | Proceduralist readings: how to find meaning in games with graphical logics. Mike Treanor, Bobby Schweizer, Ian Bogost, Michael Mateas |
| 2011 | Reactive animation and gameplay experience. Chelsea Hash, Katherine Isbister |
| 2011 | Real-time sensory substitution to enable players who are blind to play video games using whole body gestures. Tony Morelli, Eelke Folmer |
| 2011 | Recognizing players' activities and hidden state. Wesley Kerr, Paul R. Cohen, Niall M. Adams |
| 2011 | Representing game characters' inner worlds through narrative perspectives. Jichen Zhu, Santiago Ontañón, Brad Lewter |
| 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 | SpyFeet: an exercise RPG. Aaron A. Reed, Ben Samuel, Anne Sullivan, Ricky Grant, April Grow, Justin Lazaro, Jennifer Mahal, Sri Kurniawan, Marilyn A. Walker, Noah Wardrip-Fruin |
| 2011 | Supplemental sonification of a bingo game. Daniel Ramos, Eelke Folmer |
| 2011 | Tabletop games using real environment and physical simulation. Jérémy Laviole, Martin Hachet, Christophe Schlick |
| 2011 | The chain model for social tagging game design. Lilian Weng, Rossano Schifanella, Filippo Menczer |
| 2011 | Toward a computational model of focalization in narrative. Byung-Chull Bae, Yun-Gyung Cheong, Robert Michael Young |
| 2011 | Towards fast, believable real-time rendering of burning objects in video games. Dhanyu Amarasinghe, Ian Parberry |
| 2011 | Towards minimalist game design. Andrew Nealen, Adam Saltsman, Eddy Boxerman |
| 2011 | Towards the next generation of board game opponents. André Pereira, Rui Prada, Ana Paiva |
| 2011 | Using navigation meshes for collision detection. D. Hunter Hale, G. Michael Youngblood |
| 2011 | Using sequential observations to model and predict player behavior. Brent E. Harrison, David L. Roberts |
| 2011 | Using your friends: social mechanics in social games. Mia Consalvo |
| 2011 | Wizard of Wii: toward understanding player experience in first person games with 3D gestures. Salman Cheema, Joseph J. LaViola Jr. |