Anti-heuristics for maintaining immersion through believable non-player characters. - Henrik Warpefelt; Björn Strååt (FDG, 2013)

Analyzing the Social Dynamics of Non-Player Characters. - Magnus Johansson; Björn Strååt; Henrik Warpefelt; Harko Verhagen (ISAGA, 2013)

Evaluating the evaluation tools. - Björn Strååt; Harko Verhagen (FDG, 2014)

Does Game Quality Reflect Heuristic Evaluation?: Heuristic Evaluation of Games in Different Quality Strata. - Björn Strååt; Fredrik Rutz; Magnus Johansson (Int. J. Gaming Comput. Mediat. Simulations, 2014)

Games for Learning. - Michaela Slussareff; Eelco P. Braad; Phil Wilkinson 001; Björn Strååt (Entertainment Computing and Serious Games, 2015)

Applying the Two-Factor-Theory to the PLAY Heuristics. - Björn Strååt; Henrik Warpefelt (DiGRA Conference, 2015)

Top Versus Bottom: Game Evaluation from an Expert or Player Perspective. - Björn Strååt; Harko Verhagen (FDG, 2015)

Using User Created Game Reviews for Sentiment Analysis: A Method for Researching User Attitudes. - Björn Strååt; Harko Verhagen (GHITALY@CHItaly, 2017)

Probing user opinions in an indirect way: an aspect based sentiment analysis of game reviews. - Björn Strååt; Harko Verhagen; Henrik Warpefelt (MindTrek, 2017)

Extending Game User Experience - Exploring Player Feedback and Satisfaction: The Birth of the Playsona. - Björn Strååt (2017)

Exploring Video Game Design and Player Retention- a Longitudinal Case Study. - Björn Strååt; Harko Verhagen (MindTrek, 2018)

Towards a Narrative Driven Understanding of Games User Experience. - Henrik Warpefelt; Björn Strååt (HCI (34), 2019)

Just because you're paranoid, doesn't mean they aren't after you - Meaningful distrust and game design patterns- a study of 4 games. - Magnus Johansson; Björn Strååt; Henricus Verhagen (MindTrek, 2024)