Transforming Society and Organizations through Gamification: From the Sustainable Development Goals to Inclusive Workplaces. Spanellis, A. (ed.) & Harviainen, J. T. (ed.), 2021, Palgrave Macmillan. 384 p.

 Towards Sustainability – The Circular Economy, Industry 4.0 and the Global, Research, Innovation and Discovery Centre (GRID). Cole, D., McNaughton, B. & Hersh, S., 2019. Systemist, 40(1), 27-56. Download here.

Human Factors in Risk-Based Ship Design Methodology: Results of Virtual Reality Models Experiments. Butler, S.H. & McKendrick, M., 2013, published on FAROS project website,

Using gamification to develop shared understanding of the pandemic: COVID-19 in indigenous communities of Choco, Colombia. Spanellis, A., Zapata-Ramirez, P. A., Golovátina-Mora, P., Borzenkova, A. & Hernández-Sarmiento, J. M., 5 Apr 2021, 5th International GamiFIN Conference 2021 .

Gamifying communities of practice: blending the modes of human-machine identification. Spanellis, A. & Pyrko, I., 25 Feb 2021, Organizational Gamification: Theories and Practices of Ludified Work in Late Modernity. Vesa, M. (ed.). London: Routledge, p. 90-108 19 p.

Investigating the potential for using gamification to empower knowledge workers. Spanellis, A., Dörfler, V. & Macbryde, J., 1 Dec 2020, In: Expert Systems with Applications. 160, 113694.

Gamifying the process of innovating. Shpakova, A., Dörfler, V. & MacBryde, J. C., 1 Oct 2020, In: Innovation : Organization and Management. 22, 4, p. 488-502 15 p.