| 2018 | "Just because it's gay?": transgressive design in queer coming of age visual novels. Anastasia Salter, Bridget Blodgett, Anne Sullivan |
| 2018 | 'Play your own way': adapting a procedural framework for accessibility. Tommy Thompson, Matthew Syrett |
| 2018 | A hybrid search agent in pommerman. Hongwei Henry Zhou, Yichen Gong, Luvneesh Mugrai, Ahmed Khalifa, Andy Nealen, Julian Togelius |
| 2018 | A new mould rush: designing for a slow bio-digital game driven by living micro-organisms. Raphael Kim, Siobhan Thomas, Roland van Dierendonck, Stefan Poslad |
| 2018 | An analysis and comparative user study on interactions in mobile virtual reality games. Simon Bothén, José M. Font, Patrik Nilsson |
| 2018 | Assessing aesthetic criteria in the evolutionary dungeon designer. Alberto Alvarez, Steve Dahlskog, José M. Font, Johan Holmberg, Simon Johansson |
| 2018 | AtDELFI: automatically designing legible, full instructions for games. Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Tiago Machado, Andy Nealen, Julian Togelius |
| 2018 | CURIO: a game-based learning toolkit for fostering curiosity. Marcello A. Gómez Maureira |
| 2018 | Comparing paid and volunteer recruitment in human computation games. Anurag Sarkar, Seth Cooper |
| 2018 | Crawling, indexing, and retrieving moments in videogames. Xiaoxuan Zhang, Zeping Zhan, Misha Holtz, Adam M. Smith |
| 2018 | Creative arcs in improvised human-computer embodied performances. Mikhail Jacob, Brian Magerko |
| 2018 | Curious users of casual creators. Mark J. Nelson, Swen E. Gaudl, Simon Colton, Sebastian Deterding |
| 2018 | DATA agent. Michael Cerny Green, Gabriella A. B. Barros, Antonios Liapis, Julian Togelius |
| 2018 | Deceptive angry birds: towards smarter game-playing agents. Matthew Stephenson, Jochen Renz |
| 2018 | Deep unsupervised multi-view detection of video game stream highlights. Charles Ringer, Mihalis A. Nicolaou |
| 2018 | Design considerations towards long-term engagement in games for health. Fares Kayali, Naemi Luckner, Peter Purgathofer, Katta Spiel, Geraldine Fitzpatrick |
| 2018 | Designing excuses for interaction to facilitate social curiosity. Mads Hobye, Nicolas Padfield, Jonas Löwgren |
| 2018 | Documenting trajectories in design space: a methodology for applied game design research. Rilla Khaled, Jonathan Lessard, Pippin Barr |
| 2018 | Drawing without replacement as a game mechanic. Fernando de Mesentier Silva, Christoph Salge, Aaron Isaksen, Julian Togelius, Andy Nealen |
| 2018 | Educational game design: an empirical study of the effects of narrative. Chaima Jemmali, Sara Bunian, Andrea Mambretti, Magy Seif El-Nasr |
| 2018 | Emotional agency in storygames. Liting Kway, Alex Mitchell |
| 2018 | Evolving maps and decks for ticket to ride. Fernando de Mesentier Silva, Scott Lee, Julian Togelius, Andy Nealen |
| 2018 | Exploring the hearthstone deck space. Aditya Bhatt, Scott Lee, Fernando de Mesentier Silva, Connor W. Watson, Julian Togelius, Amy K. Hoover |
| 2018 | Exploring the similarity between game events for game level analysis and generation. Tian Zhu, Bingtang Wang, Michael Zyda |
| 2018 | Fear as a biofeedback game mechanic in virtual reality: effects on engagement and perceived usability. Samory Houzangbe, Olivier Christmann, Geoffrey Gorisse, Simon Richir |
| 2018 | Fostering creativity in the mixed-initiative evolutionary dungeon designer. Alberto Alvarez, Steve Dahlskog, José M. Font, Johan Holmberg, Chelsi Nolasco, Axel Österman |
| 2018 | Games crafters play. Anne Sullivan, Anastasia Salter, Gillian Smith |
| 2018 | Generating levels that teach mechanics. Michael Cerny Green, Ahmed Khalifa, Gabriella A. B. Barros, Andy Nealen, Julian Togelius |
| 2018 | Generative design in minecraft (GDMC): settlement generation competition. Christoph Salge, Michael Cerny Green, Rodrigo Canaan, Julian Togelius |
| 2018 | Going forward by going back: re-defining rewind mechanics in narrative games. Erica Kleinman, Elín Carstensdóttir, Magy Seif El-Nasr |
| 2018 | Graph-based generation of action-adventure dungeon levels using answer set programming. Thomas Smith, Julian A. Padget, Andrew Vidler |
| 2018 | Hybrid network clusters using common gameplay for massively multiplayer online games. Jared N. Plumb, Sneha Kumar Kasera, Ryan Stutsman |
| 2018 | Intrinsic elicitation: a model and design approach for games collecting human subject data. David Gundry, Sebastian Deterding |
| 2018 | Introducing Günter Wallner, Simone Kriglstein |
| 2018 | Lost my way: an educational geometry game for young children. Günter Wallner, Simone Kriglstein, Sonja Gabriel, Christian S. Loh, Yanyan Sheng, I-Hung Li |
| 2018 | Mapping the field of organism-involved computer games. Wim van Eck, Maarten H. Lamers |
| 2018 | Measuring quality of grammars for procedural level generation. Riemer van Rozen, Quinten Heijn |
| 2018 | Media and games: an intermedial framework. Ida Kathrine Hammeleff Jørgensen |
| 2018 | Meet your match rating: providing skill information and choice in player-versus-level matchmaking. Anurag Sarkar, Seth Cooper |
| 2018 | Metareferentiality through in-game images in immersive simulation game. Hans-Joachim Backe |
| 2018 | Method in the madness: the design of games as valid and reliable scientific tools. Laura M. Levy, Amy J. Lambeth, Rob Solomon, Maribeth Gandy |
| 2018 | Moral engagement in interactive narrative games: an exploratory study on ethical agency in the walking dead and life is strange. Anna Dechering, Sander Bakkes |
| 2018 | Multi-dimensional player skill progression modelling for procedural content generation. Francisco Bicho, Carlos Martinho |
| 2018 | Pairing character classes in a deathmatch shooter game via a deep-learning surrogate model. Daniel Karavolos, Antonios Liapis, Georgios N. Yannakakis |
| 2018 | Periodic load balancing heuristics in massively multiplayer online games. Shawn Farlow, Jerry L. Trahan |
| 2018 | Personalized crisis management training on a tablet. Paris Mavromoustakos Blom, Sander Bakkes, Pieter Spronck |
| 2018 | Player perceptions of fairness in oddly shaped dice. Francesco Boschi, Hamna Aslam, Joseph Alexander Brown |
| 2018 | Proceedings of the 13th International Conference on the Foundations of Digital Games, FDG 2018, Malmö, Sweden, August 07-10, 2018 Steve Dahlskog, Sebastian Deterding, José M. Font, Mitu Khandaker, Carl Magnus Olsson, Sebastian Risi, Christoph Salge |
| 2018 | Repurposing citizen science games as software tools for professional scientists. Seth Cooper, Amy L. R. Sterling, Robert Kleffner, William M. Silversmith, Justin B. Siegel |
| 2018 | Rethinking real-time strategy games for virtual reality. Samuel Truman, Nicolas Rapp, Daniel Roth, Sebastian von Mammen |
| 2018 | Self-transformative effects of designing videogames and the challenge of capturing them quantitatively: a case study. Stefano Gualeni, Marcello A. Gómez Maureira |
| 2018 | Socialeyes: social gaze in collaborative 3D games. Michael Lankes, Matej Rajtár, Oleg Denisov, Bernhard Maurer |
| 2018 | Studying believability assessment in racing games. Cristiana Pacheco, Laurissa N. Tokarchuk, Diego Pérez-Liébana |
| 2018 | Tarot-based narrative generation. Anne Sullivan, Mirjam Palosaari Eladhari, Michael Cook |
| 2018 | The effect of visualising NPC pathfinding on player exploration. Madeleine Kay, Edward J. Powley |
| 2018 | Towards generating textual game assets from real-world data. Judith van Stegeren, Mariët Theune |
| 2018 | Towards human-like artificial intelligence using StarCraft 2. Henrik Siljebråt, Caspar Addyman, Alan Pickering |
| 2018 | Transhistorical perspective of the puzzle video game genre. Marçal Mora Cantallops |
| 2018 | UPEQ: ubisoft perceived experience questionnaire: a self-determination evaluation tool for video games. Ahmad Azadvar, Alessandro Canossa |
| 2018 | Understanding everything NPCs can do: metrics for action similarity in non-player characters. J. Timothy Balint, Jan M. Allbeck, Rafael Bidarra |
| 2018 | Unraveling the mortal coil: death and stories of play. Eric Murnane |
| 2018 | What tabletop players think about augmented tabletop games: a content analysis. Mehmet Kosa, Pieter Spronck |
| 2018 | Why game designers should study magic. Shringi Kumari, Sebastian Deterding, Gustav Kuhn |
| 2018 | Would gamers collaborate given the opportunity? Naomi Fiebelkorn, Benjamin Clark, Kelvin Sung |