Conceptualizing Embodied Automation to Increase Transfer of Tacit knowledge in the Learning Factory. - Åsa Fast-Berglund; Peter Thorvald; Erik Billing; Adam Palmquist; David Romero 001; Georg Weichhart (IEEE Conf. on Intelligent Systems, 2018)

A product to gamify other products; implementing gamification in existing software. - Adam Palmquist (VS-GAMES, 2019)

"Gamification Does Not Belong at a University". - Adam Palmquist; Jonas Linderoth (DiGRA, 2020)

The first rule of gamification is "Don't talk about gamification": Discussions about gamified workforce retraining in the age of digitalization. - Adam Palmquist (GamiFIN, 2020)

Broader Understanding of Gamification by Addressing Ethics and Diversity. - Ole Goethe; Adam Palmquist (HCI (43), 2020)

Knowledge Strategies for Organization 4.0 - A Workforce Centric Approach. - Magnus Bjerkne Gerdin; Åsa Fast-Berglund; Dan Li 023; Adam Palmquist (APMS (2), 2020)

Teachers' perception and adoption of a gamified blended learning implementation in upper secondary education. - Izabella Jedel; Adam Palmquist (GamiFIN, 2021)

An industry experiment of academic performance and drop-out in gamified distance education. - Izabella Jedel; Adam Palmquist; Robin Munkvold; Ole Goethe; Hildur Jonasdottir; Erik Olsson (GamiFIN, 2021)

To What Extent is Gamification an Effective Tool for Onboarding Users into a DHM Tool. - Ari Kolbeinsson; Adam Palmquist; Jessica Lindblom; Juan Luis Jiménez Sánchez (HCI (18), 2021)

Gamification Design Predicaments for E-learning. - Adam Palmquist; Robin Munkvold; Ole Goethe (HCI (29), 2021)

Lost in translation: A study of (mis)conceptions, (mis)communication and concerns when implementing gamification in corporate (re)training. - Adam Palmquist (HICSS, 2021)

Factors Related to the Use and Perception of a Gamified Application for Employee Onboarding. - Izabella Jedel; Adam Palmquist (IHIET (Strasbourg), 2021)

Influence of Gender, Age, and Frequency of Use on Users' Attitudes on Gamified Online Learning. - Adam Palmquist; Izabella Jedel (IHIET (Strasbourg), 2021)

"I Think It's Quite Subtle, So It Doesn't Disturb Me": Employee Perceptions of Levels, Points and Badges in Corporate Training. - Adam Palmquist; Izabella Jedel (IHIET (Paris), 2021)

'Gamification was not the problem': A case study exploring factors affect teachers approvement of gamification. - Adam Palmquist (MindTrek, 2021)

A Practical View of Gamifying Information Systems for the Future. - Izabella Jedel; Adam Palmquist; David Gillberg (Int. J. Gaming Comput. Mediat. Simulations, 2021)

Does behaviour match user typologies? An exploratory cluster analysis of behavioural data from a gamified fitness platform. - Jeanine Krath; Adam Palmquist; Izabella Jedel; Isak Barbopoulos; Miralem Helmefalk; Robin Isfold Munkvold (GamiFIN, 2022)

Design Implications for a Gamified Recycling House. - Adam Palmquist; Ole Goethe; Jeanine Krath; Joacim Rosenlund; Miralem Helmefalk (HCI (33), 2022)

Design Elements of Conflict: A Design Study of a Gamified Smartphone Application for Employee Onboarding. - Adam Palmquist (Technol. Knowl. Learn., 2023)

Towards Attainable Game Experiences. - Adam Palmquist; Izabella Jedel; Ole Goethe (HCI (48), 2024)

"Not in Kansas Anymore" Exploring Avatar-Player Dynamics Through a Wizard of Oz Approach in Virtual Reality. - Adam Palmquist; Izabella Jedel; Chris Hart; Víctor Manuel Pérez-Colado; Aedan Soellaart (HCI (23), 2024)

Stakeholders' design preferences for instructional gamification. - Adam Palmquist (Behav. Inf. Technol., 2024)

Accessibility and Inclusion in the Game Industry: A position paper. - Thomas Westin; Jenny Brusk; Adam Palmquist (FDG, 2025)

Embodied Without Matter: An Analysis of Embodiment Definitions in VR Game Design Research. - Adam Palmquist; Erik Olsson; Aedan Soellaart; Nicolay Johansen; Ole Goethe (HCI (51), 2025)

Blended Realities - Higher Education Student Reflections on Acquiring Skills for Game Creation in a Project-Based- and Blended Learning Environment. - Adam Palmquist; Joana Alves; René Baranyi; Robin Munkvold; Vítor Carvalho 001; Eva Oliveira (Games Res. Pract., 2025)