The emergence of pragmatic community practice and specifications - Results from the European LIFE project. - Tore Hoel; Paul A. Hollins (ICALT, 2007)

Learning Technology Standards Adoption How to Improve Process and Product Legitimacy. - Tore Hoel; Paul A. Hollins (ICALT, 2008)

Learning Technology Standards Development Planning for an Improved Process and Product. - Tore Hoel; Jan M. Pawlowski; Paul A. Hollins (ICALT, 2008)

Could European eGovernment Policy Initiatives, in Effect, be Stifling the Development of Learning Technologies? - Tore Hoel; Paul A. Hollins (ICALT, 2009)

Learning Technology Standards Adoption Process Improvement and Output Legitimacy. - Paul A. Hollins; Tore Hoel (ICALT, 2010)

Virtual Worlds, Standards and Interoperability. - Daniel Livingstone; Paul A. Hollins (Int. J. IT Stand. Stand. Res., 2010)

Standards for Learning, Education and Training A Proposal for an Improved Process. - Tore Hoel; Paul A. Hollins (ICALT, 2011)

From the Games Industry: Ten Lessons for Game-Based Learning. - Paul A. Hollins; Nicola Whitton (Int. J. Virtual Pers. Learn. Environ., 2011)

What Serious Game Studios Want from ICT Research: Identifying Developers' Needs. - Grigorij Ljubin Saveski; Wim Westera; Li Yuan; Paul A. Hollins; Baltasar Fernández-Manjón; Pablo Moreno-Ger; Krassen Stefanov (GALA, 2015)

The RAGE Advanced Game Technologies Repository for Supporting Applied Game Development. - Atanas Georgiev; Alexander Grigorov; Boyan Bontchev; Pavel Boytchev; Krassen Stefanov; Wim Westera; Rui Prada; Paul A. Hollins; Pablo Moreno-Ger (GALA, 2016)

The RAGE Software Asset Model and Metadata Model. - Atanas Georgiev; Alexander Grigorov; Boyan Bontchev; Pavel Boytchev; Krassen Stefanov; Kiavash Bahreini; Enkhbold Nyamsuren; Wim van der Vegt; Wim Westera; Rui Prada; Paul A. Hollins; Pablo Moreno-Ger (JCSG, 2016)

The RAGE Game Software Components Repository for Supporting Applied Game Development. - Krassen Stefanov; Atanas Georgiev; Alexander Grigorov; Boyan Bontchev; Pavel Boytchev; Wim Westera; Rui Prada; Paul A. Hollins; Pablo Moreno-Ger; Enkhbold Nyamsuren; Kiavash Bahreini (Int. J. Serious Games, 2017)

The RAGE Software Portal: Toward a Serious Game Technologies Marketplace. - Wim Westera; Baltasar Fernández-Manjón; Rui Prada; Kam Star; Andrea Molinari; Dominic Heutelbeck; Paul A. Hollins; Rubén Riestra; Krassen Stefanov; Eric Kluijfhout (GALA, 2018)

Empowering Marketing Management and Gaming Consumer Interaction Through AI and Citizen Science. - Celestine Iwendi; Chatti Subba Lakshmi; Bala Dhandayuthapani Veerasamy; Paul A. Hollins; Damilare Adeola; Pradeep Hewage; Adedapo Paul Aderemi; Piyush Kumar Shukla (GEM, 2024)

Exploring the Concept of Mini Data Sprints as a Methodology to Assess Data Validity and Stimulate Climate Conversation. - Paul W. L. Watson; Katharina Koller; Celestine Iwendi; Claudia Magdalena Fabian; Paul A. Hollins; Barbara Kieslinger (GEM, 2024)

Co-Designing Pilot Games with Citizens and Policy Stakeholders to Increase Climate Action. - Jane Yin-Kim Yau; Dana Kube; Hendrik Drachsler; David Griffiths; Barbara Kieslinger; Claudia Fabian; Katharina Koller; Paul A. Hollins; Anna Merry; Aravella Zachariou (GEM, 2024)

Cultivating AI Literacy in Higher Education Students: A Four-Step Conceptual Framework. - Nurun Nahar; David Howard; Kater Akeren; Emmanuel Ngele; Paul A. Hollins; Graeme Prescott (AIED (3), 2025)

Gaming as a Medium for the Expression of Citizens' Views on Environmental Dilemmas. - Dai Griffiths; Jude Ower; Paul A. Hollins; Anchal Garg (Int. J. Interact. Multim. Artif. Intell., 2025)

Analysis of Artificial Intelligence Policies for Higher Education in Europe. - Christian M. Stracke; Dai Griffiths; Dimitra Pappa; Senad Becirovic; Edda Polz; Loredana Perla; Annamaria Di Grassi; Stefania Massaro; Marjana Prifti Skenduli; Daniel Burgos; Veronica Punzo; Denise Amram; et al. (Int. J. Interact. Multim. Artif. Intell., 2025)