"TV no longer commands our full attention": Effects of second-screen viewing and task relevance on cognitive load and learning from news. - Anna Van Cauwenberge; Gabi Schaap; Rob van Roy (Comput. Hum. Behav., 2014)

Why Gamification Fails in Education and How to Make It Successful: Introducing Nine Gamification Heuristics Based on Self-Determination Theory. - Rob van Roy; Bieke Zaman (Serious Games and Edutainment Applications, 2017)

Profile-Based Algorithm for Personalized Gamification in Computer-Supported Collaborative Learning Environments. - Antti Knutas; Rob van Roy; Timo Hynninen; Marco Granato; Jussi Kasurinen; Jouni Ikonen (GHITALY@CHItaly, 2017)

Uses and Gratifications of Initiating Use of Gamified Learning Platforms. - Rob van Roy; Sebastian Deterding; Bieke Zaman (CHI Extended Abstracts, 2018)

Need-supporting gamification in education: An assessment of motivational effects over time. - Rob van Roy; Bieke Zaman (Comput. Educ., 2018)

Collecting Pokémon or receiving rewards? How people functionalise badges in gamified online learning environments in the wild. - Rob van Roy; Sebastian Deterding; Bieke Zaman (Int. J. Hum. Comput. Stud., 2019)

Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective. - Rob van Roy; Bieke Zaman (Int. J. Hum. Comput. Stud., 2019)

Meaningful interactions lab (Mintlab). - Bieke Zaman; Roos Voorend; Lawrence Van den Bogaert; Elias Storms; Karin Slegers; Jessica Schoffelen; Kevin Sanders; Isa Rutten; Rob van Roy; Marije Nouwen; Çisem Özkul; Luciana Monteiro Krebs; et al. (Interactions, 2019)

A process for designing algorithm-based personalized gamification. - Antti Knutas; Rob van Roy; Timo Hynninen; Marco Granato; Jussi Kasurinen; Jouni Ikonen (Multim. Tools Appl., 2019)