Publications range from my academic book ‘Games and Gamification in Market Research’, white papers for academic journals, and articles published in online and print magazines. Due to the nature of publishing, accessing some of these works may be behind a pay wall. If you are interested in obtaining a copy, please contact me directly.
Games and Gamification in Market Research
After being approached by Kogan Page publishing in 2017, Betty was delighted to accept an offer to place her commercial and academic work in Gamification into this ‘one-stop-shop’ book, now published in 3 languages!
Buy your copy directly from the publisher website here, or visit the book companion website for more retailers here.
Data, the new ‘Little Black Dress’ in Fashion
After winning Best Presentation award at the MRS Annual IMPACT Conference, I was invited to share a presentation summary as an article for Research-Live online magazine.
The article discusses how I designed a ResearchGame to help inform a new fashion collection with the brand Lucy (owned by Fortune 500 company – the same organization that owns North Face and Wrangler).
The study shows how the design of the ResearchGame allowed the client to rely on the data to make business and design decisions, and thus reduce waste in time, labour, and materials as the new collection had sold-out (and thus, less on the sale rail).
The full article can be accessed here.
How Games are Changing the World; a 6-part series for Research World (RW) Connect online magazine
After being invited to write one article on gamification, it turned into a 6 part series! I was delighted to write about Gamification in Marketing, and the impact of games and play during the COVID lockdown, with Research World online magazine (RW Connect).
Access the articles by pressing the links below:
Learning from Maleficent; communicating change in the insight we seek
(Online and print)
Published via RW Connect magazine, this article draws parallels with the well-known character of Maleficent in Sleeping Beauty, and how we manage change during research projects.
Access the article here via the Wiley Online Library.
(You may be required to sign up, log in, or make a payment).
On retaining millennials in the workplace; using gamification for happiness and retention
Published via Research Live magazine, this article discussed the benefits of using gamification techniques to engage young audiences in market research careers, or indeed, in any job, and debunks the myth that all they need are bean bags and ping-pong tables.
Access the article here via the Research Live website.
(You may be required to sign up, or log in).
Front-cover feature for
(Online and print)
Betty Adamou’s front-cover featured article for market research magazine VUE discusses how she see’s the future of the Market Research industry, how gamification will change the landscape of research, and how she designs her ‘Research Games’.
Betty’s ideas on the evolution of market research have rocked the industry; from this article came a stream of other invitations to republish this article and for Betty to be interviewed for more details on how she views the future of the research industry – from new methodologies to technological advancements in data collection.
Access the article here.
Get in touch for an article, column or other publication
As an experienced writer for academic and non-academic organisations and audiences, Betty is happy to accept requests for paid writing contributions for print and online. Her subjects vary from gamification and serious games, through to market research industry future-proofing, research software and technologies, and articles to inspire women and young adults for career development and emotional wellbeing.
Please get in touch with your request via the contact page.