Βιβλία:
Karpouzis, K., & Skarpelos, Y. (eds.) (2026). Computational Methods for the Digital Humanities, Springer. https://link.springer.com/book/10.1007/978-3-032-05099-1
Karpouzis, K. & Skarpelos, I. (Eds.). (2026). Contemporary Issues in Digital Communication, Media, and Culture. IGI Global Scientific Publishing. https://doi.org/10.4018/979-8-3693-8729-0
Ε. Ροϊνιώτη, Ε. Πανδιά, Γ. Σκαρπέλος (επιμ.) (2019). Ψηφιακά Παιχνίδια: Φιλοσοφικές, κοινωνικές και πολιτισμικές αναζητήσεις, εκδ. OASIS.
Κεφάλαια σε τόμους:
Skarpelos, Y., Messini, S. (2026). Cultural and Emotional Grounds for Image Choice in Twitter: The Case of #omicron Variant. In: Karpouzis, K., Skarpelos, Y. (eds) Computational Methods for the Digital Humanities. Learning and Analytics in Intelligent Systems, vol 57. Springer, Cham. https://doi.org/10.1007/978-3-032-05099-1_1
Karpouzis, K. (2026). AI, Digital Humanities, and the Legacies of Colonial Power. In: Karpouzis, K., Skarpelos, Y. (eds) Computational Methods for the Digital Humanities. Learning and Analytics in Intelligent Systems, vol 57. Springer, Cham. https://doi.org/10.1007/978-3-032-05099-1_4
Skarpelos, Y., & Messini, S. (2026). Of Algorithms, Emotions, Images, and Semiotics: The Case of the COVID-19 Pandemic. Proceedings of the 15th World Congress of the International Association for Semiotic Studies (IASS/AIS), Thessaloniki 2022, 30 August – 4 September, University of Macedonia, Greece.
Voulgari, T., Sdralli, I.E.S., & Skarpelos, Y. (2025). Digital Fashion and Social Identity. Contemporary Issues in Digital Communication, Media, and Culture, pp 223-263. https://doi.org/10.4018/979-8-3693-8729-0.ch008
Karpouzis, K., & Tsatiris, G. A. (2022). AI in (and for) Games. Advances in Machine Learning/Deep Learning-based Technologies: Selected Papers in Honour of Professor Nikolaos G. Bourbakis–Vol. 2, 27-43.https://doi.org/10.1007/978-3-030-76794-5_3
Korompili, A., & Karpouzis, K. (2022). An Early Childhood Introduction to Robotics as a Means to Motivate Girls to Stay With STEM Disciplines. In Handbook of Research on Integrating ICTs in STEAM Education (pp. 22-40). IGI Global. DOI: 10.4018/978-1-6684-3861-9.ch002
Roinioti, E., & Pandia, E. (2019). Planet Dewey: Designing a Hybrid Game to Boost Students’ Information Literacy. In Games and Learning Alliance: 8th International Conference, GALA 2019, Athens, Greece, November 27–29, 2019, Proceedings, Springer International Publishing. DOI: 10.1007/978-3-030-34350-7_6
Skarpelos, Y. (2018). Big Visual Data in Social Sciences. In Welker, M., Stützer, C. M., & Egger, M. (Eds.). (2018). Computational social science in the age of big data: concepts, methodologies, tools, and applications. Herbert von Halem Verlag.
Roinioti, E., Pandia, E., & Skarpelos, Y. (2017). Sociability by design in an alternate reality game: the case of the trail. In G. Niemeyer, A. Garcia (eds.), Alternate Reality Games and the Cusp of Digital Gameplay, Bloomsbury.
Skarpelos, Y. (2017). Towards a Quantitative Visual Semiotics? In K. Bankov et al. (eds.), New Semiotics Between Tradition and Innovation: Proceedings of the 12th World Congress of the International Association for Semiotic Studies (IASS/AIS), IASS Publications & NBU Publishing House. DOI: 10.24308/iass-2014-042
Δημοσιεύσεις σε ακαδημαϊκά περιοδικά:
Roinioti, E., Pandia, E., Konstantakis, M., & Skarpelos, Y. (2022). Gamification in Tourism: A Design Framework for the TRIPMENTOR Project. Digital, 2(2), 191-205. DOI: 10.3390/digital2020012
Karpouzis, K., Kaperonis, S., & Skarpelos, Y. (2022). Identification of Common Trends in Political Speech in Social Media using Sentiment Analysis. arXiv preprint arXiv:2210.07600.
Roinioti, E. (2020). Caught in the war against gambling: A critical analysis of law history and policy making in video games in Greece. Journal of Greek Media & Culture, 6(2), 261-278. DOI: 10.1386/jgmc_00016_1
Skarpelos, Y. (2017). Videogames and art edited by Andy Clarke and Grethe Mitchell. Visual Studies, 32(1), 82-83. DOI: 10.1080/1472586X.2016.1271025
Διδακτορικές διατριβές:
Ασπρογέρακα, Α. Μ. (2023). Επικοινωνιακές πρακτικές καινοτόμων εκπαιδευτικών λογισμικών στον τομέα επιβολής του νόμου της ΕΕ. Διδακτορική Διατριβή. Πάντειο Πανεπιστήμιο Κοινωνικών και Πολιτικών Επιστημών. Τμήμα Επικοινωνίας, Μέσων και Πολιτισμού. DOI: 10.12681/eadd/53968
Ροϊνιώτη, Ε. (2018). Ο χώρος στα μαζικά πολυχρηστικά διαδικτυακά παιχνίδια ρόλων (MMORPG): παιχνίδι, κοινωνικότητα, διαμεσολάβηση. Διδακτορική Διατριβή. Πάντειο Πανεπιστήμιο Κοινωνικών και Πολιτικών Επιστημών. Τμήμα Επικοινωνίας, Μέσων και Πολιτισμού. DOI: 10.12681/eadd/42998
