Ronald van der Linden, Ricardo Lopes, Rafael Bidarra (2014), Procedural Generation of Dungeons, In IEEE Transactions on Computational Intelligence and AI in Games Volume 6 p.78-89.

N Kraayenbrink, JT Kessing, T Tutenel, G de Haan, Rafael Bidarra (2014), Semantic crowds, In Entertainment Computing Volume 5 p.297-312.

Rob van Bekkum, Thijs L.M. Brands, Soheil S. Jahanshahi, Joost J.E. van Oorschot, Fanny Lie, Ben Kybartas, Rafael Bidarra (2014), Taxi Trouble: Communication is key, In Proc. of the first ACM SIGCHI annual symposium on Computer-human interaction in play p.387-390, Association for Computing Machinery (ACM).

NC Bakker, J Camara, M van Elsas, L Helsloot, G Spek, IJ Baar, BA Kybartas, Rafael Bidarra (2014), {BloxAR}: augment your social life!, In Proc. of the first ACM SIGCHI annual symposium on Computer-human interaction in play p.319-322, Association for Computing Machinery (ACM).

M Etheredge, Ricardo Lopes, Rafael Bidarra (2013), A generic method for classification of player behavior, AM Smith, G Smith, MJ Nelson (Eds.), In Proceedings of IDPv2 2013 - Workshop on Artificial Intelligence in the Game Design Process, Ninth AAAI Conference on Artificial Intelligence in Interactive Digital Entertainment p.1-7, American Association for Artificial Intelligence (AAAI).

Eric Rijnboutt, Olivier Hokke, R.E. Kooij, Rafael Bidarra (2013), A robust throw detection library for mobile games, G.N. Yannakakis (Eds.), In Proceedings 8th International Conference on the Foundations of Digital Games (FDG 2013) p.1-2, Association for Computing Machinery (ACM).

R van der Linden, R Lopes, Rafael Bidarra (2013), Designing procedurally generated levels, AM Smith, G Smith, MJ Nelson (Eds.), In Proceedings of IDPv2 2013 - Workshop on Artificial Intelligence in the Game Design Process, Ninth AAAI Conference, on Artificial Intelligence in Interactive Digital Entertainment p.41-47, American Association for Artificial Intelligence (AAAI).

R Lopes, K Hilf, L Jayapalan, Rafael Bidarra (2013), Gameplay semantics for authoring adaptivity in mobile games, GN Yannakakis, et al (Eds.), In Proceedings of 8th International Conference on the Foundations of Digital Games (FDG 2013) p.1-2, Association for Computing Machinery (ACM).

Rafael Bidarra, D Gambon, RE Kooij, D Nagel, M Schutjes, I Tziouvara (2013), Gaming at the dentist's - serious game design for pain and discomfort distraction, BAM Schouten, M Schijven, MM Bekker, S Fedtke, A Gekker (Eds.), In Games for Health-Proceedings 3rd European Conference on Gaming and Playful Interaction in Health Care p.207-215, Springer.

R Lopes, K Hilf, L Jayapalan, Rafael Bidarra (2013), Mobile adaptive procedural content generation, A Pantaleev et al (Eds.), In Proceedings of 4th workshop on Procedural Content Generation in Games (PCG 2013) p.1-8, Association for Computing Machinery (ACM).