| 2017 | A database-centric architecture for interactive storytelling. Yun-Gyung Cheong, Kinam Park, Woo-Hyun Park, Byung-Chull Bae |
| 2017 | A framework for exploring and evaluating mechanics in human computation games. Kristin Siu, Alexander Zook, Mark O. Riedl |
| 2017 | A generative model of group conversation. Hannah Morrison, Chris Martens |
| 2017 | A semantic approach to patch-based procedural generation of urban road networks. Edward Teng, Rafael Bidarra |
| 2017 | A taxonomy of narrative-centric board and card games. Anne Sullivan, Anastasia Salter |
| 2017 | AI-assisted analysis of player strategy across level progressions in a puzzle game. Britton Horn, Amy K. Hoover, Yetunde Folajimi, Jackie Barnes, Casper Harteveld, Gillian Smith |
| 2017 | AI-based playtesting of contemporary board games. Fernando de Mesentier Silva, Scott Lee, Julian Togelius, Andy Nealen |
| 2017 | Agency informing techniques: communicating player agency in interactive narratives. Timothy Day, Jichen Zhu |
| 2017 | All the feels: designing a tool that reveals streamers' biometrics to spectators. Raquel Robinson, Zachary Rubin, Elena Márquez Segura, Katherine Isbister |
| 2017 | Art and science of engineered design: what kind of discipline is PCG? Jim Whitehead |
| 2017 | Assessing implicit computational thinking in zoombinis gameplay. Elizabeth Rowe, Jodi Asbell-Clarke, Santiago Gasca, Kathryn Cunningham |
| 2017 | Automatic mapping of NES games with mappy. Joseph C. Osborn, Adam Summerville, Michael Mateas |
| 2017 | BacToMars: a collaborative educational video game for teaching biological engineering. Anna Loparev, Amanda Sullivan, Clarissa Verish, Lauren Westendorf, Jasmine Davis, Margaret Flemings, Marina Umaschi Bers, Orit Shaer |
| 2017 | Behavior change types with Pokémon GO. Tuomas Kari, Jonne Arjoranta, Markus Salo |
| 2017 | Classroom implementation of a games-based activity on astronomy in higher education. Jennifer Dalsen |
| 2017 | Deep convolutional player modeling on log and level data. Nicholas Liao, Matthew Guzdial, Mark O. Riedl |
| 2017 | Deriving quests from open world mechanics. Ryan Alexander, Chris Martens |
| 2017 | Design patterns for silent player characters in narrative-driven games. Bria Mears, Jichen Zhu |
| 2017 | Design, appropriation, and use of technology in larps. Elena Márquez Segura, Katherine Isbister, Jon Back, Annika Waern |
| 2017 | Designing Isabella Carlsson, Jeanie Choi, Celia Pearce, Gillian Smith |
| 2017 | Designing ethical systems for videogames. Peter Christiansen |
| 2017 | Designing for immediate play. Martin Pichlmair, Lena Mech, Miguel Sicart |
| 2017 | Difficulty influence on motivation over time in video games using survival analysis. Thibault Allart, Guillaume Levieux, Michel Pierfitte, Agathe Guilloux, Stéphane Natkin |
| 2017 | Dragon architect: open design problems for guided learning in a creative computational thinking sandbox game. Aaron Bauer, Eric Butler, Zoran Popovic |
| 2017 | Earthworks rising: exploring, sharing, researching, and building community through teachers, parents, and learners. M. Aubrecht, H. Bawden, C. Ballengee-Morris |
| 2017 | Effects of controller-based locomotion on player experience in a virtual reality exploration game. Julian Frommel, Sven Sonntag, Michael Weber |
| 2017 | Efficiency, realism, and representation in generated content: a case study using family tree generation. Peter A. Mawhorter |
| 2017 | Embodiment, collaboration, and challenge in educational programming games: exploring use of tangibles and mouse. Edward F. Melcer, Katherine Isbister |
| 2017 | Engagement effects of player rating system-based matchmaking for level ordering in human computation games. Anurag Sarkar, Michael Williams, Sebastian Deterding, Seth Cooper |
| 2017 | Engaging young learners in making games: an exploratory study. Allan Fowler |
| 2017 | Evaluating singleplayer and multiplayer in human computation games. Kristin Siu, Matthew Guzdial, Mark O. Riedl |
| 2017 | Evaluation of a template-based puzzle generator for an educational programming game. Yihuan Dong, Tiffany Barnes |
| 2017 | Exploration in NetHack using occupancy maps. Jonathan Campbell, Clark Verbrugge |
| 2017 | Exploring emerging design patterns in student-made climate change games. Jackie Barnes, Amy K. Hoover, Borna Fatehi, Jesús Moreno-León, Gillian Smith, Casper Harteveld |
| 2017 | From computational narrative analysis to generation: a preliminary review. Josep Valls-Vargas, Jichen Zhu, Santiago Ontañón |
| 2017 | Getting the GISST: a toolkit for the creation, analysis and reference of game studies resources. Eric Kaltman, Joseph C. Osborn, Noah Wardrip-Fruin, Michael Mateas |
| 2017 | Graph grammar-based controllable generation of puzzles for a learning game about parallel programming. Josep Valls-Vargas, Jichen Zhu, Santiago Ontañón |
| 2017 | Greedy heuristics for client assignment problem by zones. Shawn Farlow, Jerry L. Trahan |
| 2017 | Identifying and evaluating successful non-meta strategies in league of legends. Choong-Soo Lee, Ivan Ramler |
| 2017 | Indicator products for observing market conditions and game trends in MMOG. Sheng-Yi Hsu, Chia-Lin Hsu, Shing-Yun Jung, Chuen-Tsai Sun |
| 2017 | Languages of play: towards semantic foundations for game interfaces. Chris Martens, Matthew A. Hammer |
| 2017 | Learning the patterns of balance in a multi-player shooter game. Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis |
| 2017 | Little procedural people: playing politics with generators. Kate Compton |
| 2017 | Meaning without consequence: virtue ethics and inconsequential choices in games. Jeff L. Nay, José P. Zagal |
| 2017 | Mechanics automatically recognized via interactive observation: jumping. Adam Summerville, Joseph C. Osborn, Christoffer Holmgård, Daniel W. Zhang |
| 2017 | Metagames: on the ontology of games outside of games. Michael S. Debus |
| 2017 | Mission HydroSci: a progress report on a transformational role playing game for science learning. James M. Laffey, Joe Griffin, Justin Sigoloff, Sean Lander, Troy D. Sadler, Sean P. Goggins, So Mi Kim, Eric Wulff, Andrew J. Womack |
| 2017 | On using graph partitioning with isomorphism constraint in procedural content generation. Ahmed M. Abuzuraiq |
| 2017 | Plagues and people: engineering player participation and prevention in a virtual epidemic. Deborah A. Fields, Yasmin B. Kafai, Michael T. Giang, Nina H. Fefferman, Jacqueline Wong |
| 2017 | PlayScope: augmented microscopy as a tool to increase STEM engagement. Cate LaPlante, Matthew Nolin, Tobi Saulnier |
| 2017 | Predicting future states in DotA 2 using value-split models of time series attribute data. Zach Cleghern, Soumendra Lahiri, Osman Y. Özaltin, David L. Roberts |
| 2017 | Procedural zelda: a PCG environment for player experience research. Norbert Heijne, Sander Bakkes |
| 2017 | Proceedings of the International Conference on the Foundations of Digital Games, FDG 2017, Hyannis, MA, USA, August 14-17, 2017 Sebastian Deterding, Alessandro Canossa, Casper Harteveld, Jichen Zhu, Miguel Sicart |
| 2017 | Program synthesis as a generative method. Eric Butler, Kristin Siu, Alexander Zook |
| 2017 | Proposal for analyzing player emotions in an interactive narrative using story intention graphs. John T. Murray, Michael Mateas, Noah Wardrip-Fruin |
| 2017 | Prosocial behavior in an online game community: an ethnographic study. Yubo Kou, Magnus Johansson, Harko Verhagen |
| 2017 | Refining operational logics. Joseph C. Osborn, Noah Wardrip-Fruin, Michael Mateas |
| 2017 | SeekWhence a retrospective analysis tool for general game design. Tiago Machado, Andy Nealen, Julian Togelius |
| 2017 | Session based behavioral clustering in open world sandbox game TUG. Marcelo Spiezzi Raimbault, Corey Clark |
| 2017 | Shredding with mom and dad: intergenerational physics gaming in a children's museum. Jeremy Dietmeier, Ben J. Miller, Ben DeVane, Kristen Missall, Salloni Nanda |
| 2017 | Solusforge: controlling the generation of the 3D models with spatial relation graphs. Jo Mazeika, Jim Whitehead |
| 2017 | Striving for author-friendly procedural dialogue generation. Jonathan Lessard, Etienne Brunelle-Leclerc, Timothy Gottschalk, Marc-Antoine Jetté-Léger, Odile Prouveur, Christopher Tan |
| 2017 | Subverting historical cause & effect: generation of mythic biographies in Jason Grinblat, C. Brian Bucklew |
| 2017 | Synthesizing interpretable strategies for solving puzzle games. Eric Butler, Emina Torlak, Zoran Popovic |
| 2017 | The first door: gender, authority and choice in Mike Scanlon, Tom Swanson, Paul Darvasi, Jen Jenson |
| 2017 | The gender and race of pixels: an exploration of intersectional identity representation and construction within minecraft and its community. Emma Anderson, Justice T. Walker, Yasmin B. Kafai, Debora Lui |
| 2017 | The impact of visual load on performance in a human-computation game. Christina Chung, Amit Kadan, Yueti Yang, Asako Matsuoka, Julia Rubin, Marsha Chechik |
| 2017 | The influence of social entities in virtual reality games on player experience and immersion. Stefan Liszio, Katharina Emmerich, Maic Masuch |
| 2017 | The problematic coexistence of "internet gaming disorder" and esports. Rune Kristian Lundedal Nielsen, Veli-Matti Karhulahti |
| 2017 | This is fine: #ResistJam and the 2016 election in gaming. Anastasia Salter, Bridget Marie Blodgett |
| 2017 | Toward understanding disciplinary divides within games research. Edward F. Melcer, Katherine Isbister |
| 2017 | Towards generative emotions in games based on cognitive modeling. Chandranil Chakraborttii, Lucas N. Ferreira, Jim Whitehead |
| 2017 | Towards pattern-based mixed-initiative dungeon generation. Alexander Baldwin, Steve Dahlskog, José M. Font, Johan Holmberg |
| 2017 | Understanding mario: an evaluation of design metrics for platformers. Adam Summerville, Julian R. H. Mariño, Sam Snodgrass, Santiago Ontañón, Levi H. S. Lelis |
| 2017 | Video games as a distributed computing resource. Corey Clark, Myque Ouellette |
| 2017 | Vixen: interactive visualization of gameplay experiences. Brandon Drenikow, Pejman Mirza-Babaei |
| 2017 | WaveFunctionCollapse is constraint solving in the wild. Isaac Karth, Adam M. Smith |
| 2017 | What do we value in procedural content generation? Gillian Smith |
| 2017 | What's in a name?: naming games that solve real-world problems. Karen Schrier |