Journal articles
- de Freitas, J. A., Oliveira, M., Martinelli, C., Amorim, F., Toda, A. M., Palomino, P., Klock, A. C. T., & others. (2024). Sensation in gamification: A qualitative investigation of background music in gamified learning. Journal on Interactive Systems, 15(1), 810-822. 10.5753/jis.2024.4501.
- Kirchner-Krath, J., Altmeyer, M., Schürmann, L., Kordyaka, B., Morschheuser, B., Klock, A. C. T., & others. (2024). Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful design. International Journal of Human-Computer Studies, 10.1016/j.ijhcs.2024.103314.
- Klock, A. C. T., Palomino, P. T., Rodrigues, L. A. L., Toda, A. M., Simanke, S., Spors, V., Santana, B. S., & Hamari, J. (2024). Gamification towards and alongside equity, diversity and inclusion: Looking back to move forward. New Media & Society, 10.1177/14614448241254028.
- Wallius, E., Klock, A. C. T., & Hamari, J. (2023). From forceful compliance to motivated endorsement: Effects of gamification on policy compliance during COVID-19, Behaviour & Information Technology, 1-19. 10.1080/0144929X.2023.2286344.
- Rodrigues, L., Palomino, P., Toda, A., & Klock, A. C. T. (2023). Storified quizzes in the classroom: a 12-week study in user experience and artificial intelligence courses, Revista Novas Tecnologias na Educação, 21, 221-230. 10.22456/1679-1916.134349.
Book chapters in research books
- Klock, A. C. T., Santana, B., & Hamari, J. (2023). Ethical challenges in gamified education research and development: An umbrella review and potential directions, Gamification Design for Educational Contexts: Theoretical and Practical Contributions. Springer, 1-12. 10.1007/978-3-031-31949-5_3.
Conference proceedings
- Cordova, K. A., , Klock, A. C. T., & Gasparini, I. (2025, to appear). Prototyping and evaluating a support network for female STEM students through participatory practices. 58th Hawaii International Conference on System Sciences, 1-10.
- Beukes, B., Klock, A. C. T., Legaki, N.-Z., & Hamari, J. (2024). Gamified scaffolding in formal education: A scoping review. 57th Hawaii International Conference on System Sciences, 5144-5153. ScholarSpace proceedings.
- Toda, A., Rodrigues, L., Palomino, P., Klock, A. C. T., Pereira, F., Borges, S., Oliveira, E., Gasparini, I., Isotani, S., & Cristea, A. (2023). SAGE: A dataset for smart adaptive gamified education. 24th Brazilian Symposium on Human Factors in Computing Systems, 1098-1108. 10.5753/sbie.2023.233478.
- Rodrigues, L., Toda, A., Palomino, P., Klock, A. C. T., & Avila-Santos, A. (2023). Motivation no jutsu: Exploring the power of badge aesthetics in gamified learning. 24th Brazilian Symposium on Human Factors in Computing Systems, 631-643. 10.5753/sbie.2023.234313.
- Petri, L., Klock, A. C. T., & Gasparini, I. (2023). Using gamification and critical pedagogy theories in adult education: A systematic mapping. 29th Workshop on Informatics at School, 631-643 (in Portuguese). 10.5753/wie.2023.234830 (in Portuguese).
- de Freitas, J. A., Oliveira, M., Martinelli, C., Toda, A., Palomino, P., Klock, A. C. T., Avila-Santos, A., Rodrigues, L. (2023). Finding harmony in gamification: Examining the role of music in gamified learning. 2nd Workshop on User Interaction and Research in Game Development, 1-12 10.5753/wiplay.2023.236059.
- Wallius, E., Klock, A. C. T., & Hamari, J. (2023). Gamification and policy compliance: Results from an online vignette experiment in the context of social distancing for public health security, 56th Hawaii International Conference on System Sciences, 2943-2952. ScholarSpace proceedings.
- Wallius, E., Klock, A. C. T., & Hamari, J. (2023). How are gameful experience dimensions associated with intrinsic and extrinsic motivation? Results from an online vignette study, GamiFIN Conference 2023, 132-143. CEUR proceedings.
- Krath, J., Klock, A. C. T., Morschheuser, E., Legaki, N.-Z., Park, S., von Korflesch, H., & Hamari, J. (2023). Designing tailored gamification: A mixed-methods study on expert perspectives and user behavior in a gamified app for sustainability at work, GamiFIN Conference 2023, 1-12. CEUR proceedings. (Best presentation award)
- Rodrigues, L., Arndt, D., Palomino, P., Toda, A., Klock, A. C. T., Avila-Santos, A., & Isotani, S. (2022). Affective memory in gamified learning: A usability study. 33rd Brazilian Symposium on Computers in Education, 585-596. 10.5753/sbie.2022.225748.
- Cordova, K., Klock, A. C. T., & Gasparini, I. (2022). Towards conception of gamification guidelines from the perspective of feminist HCI, 21st Brazilian Symposium on Human Factors in Computing Systems, 116-119 (in Portuguese). 10.5753/ihc_estendido.2022.226020 (in Portuguese).