Using machine learning to identify important predictors of COVID-19 infection prevention behaviors during the early phase of the pandemic. - Caspar J. van Lissa; Wolfgang Stroebe; Michelle R. vanDellen; N. Pontus Leander; Maximilian Agostini; Tim Draws; Andrii Grygoryshyn; Ben Gützgow; Jannis Kreienkamp; Clara S. Vetter; Georgios Abakoumkin; Jamilah Hanum Abdul Khaiyom; et al. (Patterns, 2022)

StandByMe: A Gamified Educational Platform to Raise Awareness on Gender-Based Violence. - Eftychia Roumelioti; Federica Gini; Antonia Laura Philipa Jakobi; Annapaola Marconi; Boglárka Nyúl; Maria Paola Paladino; Gianluca Schiavo; Massimo Zancanaro (CHI PLAY (Companion), 2023)

Tackling Gender-Based Violence Through Gamification: a Preliminary Evaluation. - Federica Gini; Eftychia Roumelioti; Fabio Fiori; Antonia Laura Philipa Jakobi; Boglárka Nyúl; Annapaola Marconi; Maria Paola Paladino; Gianluca Schiavo; Massimo Zancanaro (AVI, 2024)

Engaging youth in gender-based violence education through gamification: A user experience evaluation of different game modalities. - Federica Gini; Eftychia Roumelioti; Gianluca Schiavo; Maria Paola Paladino; Boglárka Nyúl; Annapaola Marconi (Entertain. Comput., 2025)