Inchamnan, W. (2015). A FRAMEWORK FOR ANALYSING CREATIVE ACTIVITY WITHIN PUZZLE- GAME PLAY EXPERIENCES. Queensland University of Technology, School of Electrical Engineering and Computer Science, Faculty of Science and Engineering.
Inchamnan, W. and Yampray, K. (2017). Creative and Learning Processes using Game-Based Activities. Journal of Reviews on Global Economics, May 2017 (Issue 6, 355-366).
Inchamnan, W. (2018). THERAPEUTIC STRATEGY IN GAMIFICATION AND GAME BASED LEARNING FOR ELDERLY PEOPLE IN THAILAND. Humanities & Social Sciences Reviews, 6(1), 44-52. https://doi.org/10.18510/hssr.2018.618.
Inchamnan, W. (2019). GAMIFICATION DESIGN PROCESS FOR THE AGING SOCIETY INmTHAILAND. Humanities & Social Sciences Reviews eISSN: 2395-6518, Vol 7, No 1, 2019, pp 47-54 https://doi.org/10.18510/hssr.2019.716
วิลาวัลย์ อินทร์ชำนาญ และ อรวรรณ อิ่มสมบัติ, “แบบจำลองการกระตุ้นโดยใช้เกมมิฟิเคชันกับปัญหาทางการเงิน Gamification Stimulus Model (GSM): Financial Issue” Engineering Journal of Siam University, Volume 21, Issue 1, No.40, January- June 2020 Issue P. 20-35 https://sites.google.com/siam.edu/ejsu/no-40
Punyawee Anunpattana, Mohd Nor Akmal Khalid, Hiroyuki Iida, Wilawan Inchamnan (2021) Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom, Heliyon, Volume 7, Issue 12, 2021, e08637, ISSN 2405-8440, https://doi.org/10.1016/j.heliyon.2021.e08637.
Inchamnan, W., J. Chomsuan “The Gamification Design for Affordances Pedagogy”, Advances in Science, Technology and Engineering Systems Journal, vol. 6, no. 4, pp. 138- 146 (2021).
Inchamnan, W., and P. Anunpattana (2021) The Measurement of the Players Behaviors on COVID-19 Game Design, Engineering Journal of Siam University, Volume 22, Issue2, No.43, July-December2021
Inchamnan, W. (2011). Game for Tween Girls: A Game-based Design to Support Financial Learning. International e-Learning Conference (IEC2011), January 13-14. Bangkok, Thailand.
Inchamnan, W., Wyeth, P., Johnson, D., & Conroy, D. (2012). A method for measuring the 5 – 8 creative potential of computer games. Entertainment Computing-ICEC 2012 (pp. 270-283): Springer.
Inchamnan W., W. P., Johnson D. (2013). Behavioural Creative Components Analysis of Puzzle Gameplay. Proceeding 5th International IEEE Games Innovation Conference (IGIC) 2013, Vancouver British Columbia, Canada, September 23-25, 2013.
Inchamnan, W. (2013). The Creative Process Components: Puzzle Gameplay Experience. The 21st International Conference on Computers in Education (ICCE 2013), Denpasar Bali, Indonesia
Inchamnan, W., & Wyeth, P. (2013). Motivation during videogame play: analysing player experience in terms of cognitive action. Proceedings of 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death. Article 6.
Inchamnan, W. (2013). The Impact of Creative Potential through Game Play Experiences. Edutainment 2013 – 8th International Conference on E-Learning and Games. October, Sydney, Australia
Inchamnan, W., Wyeth, P. & Johnson, D. (2014). Design for Creative Activity: A Framework for Analyzing the Creative Potential of Computer Games. Entertainment Computing–ICEC 2014. Springer
Inchamnan, W. (2015). An analysis of Creative Process Learning in computer Game Activities Through Player Experiences, The Asian Conference on Education & International Development (ACE-ID2015), Japan. March 29 – April 1, 2015
วิลาวัลย์ อินทร์ชำนาญ และ กรุณา แย้มพราย. (2558). สาระบันเทิงจากกิจกรรมในเกม: Edutainment from Game Based Activities การประชุมวิชาการระดับประเทศด้านเทคโนโลยีสารสนเทศ ครั้งที่ 7 (The 7th National Conference on Information Technology : NCIT2015) เชียงใหม่ ประเทศไทย 29-30 ตุลาคม 2558
Inchamnan, W., Suparkawat, S. & Sirikayon, C. (2016). Creative Learning Objects: Game Based Elements, International Conference on Learning Innovation in Science and Technology (ICLIST2016), Pattaya, Thailand, January 27-29
วิลาวัลย์ อินทร์ชำนาญ และ ปิยลักษณ์ พงษ์ทวีวิรัตน์. (2559). โลกของผู้ใหญจะเปลี่ยนไปเพราะเกม National Conference on Information Technology : NCIT 2016, กระบี่, ประเทศไทย, 26-27 ตุลาคม 2559
Inchamnan, W., Poolsawasd, B. and Jaruwannakorn, C. (2018). The Elderly Therapeutic Strategies in Game Based Learning: One Leg Game, International Conference on Learning Innovation in Science and Technology (ICLIST & NCLIST 2018), March 21-24, 2018, Hua Hin, Thailand.
วิลาวัลย์ อินทร์ชำนาญ, ภัทรา รัตนโมรานนท์, กรุณา แย้มพราย (2018). การพัฒนาสื่อการเรียนรู้ประเภทเกม เพื่อให้ความรู้ในเรื่องกฎระเบียบและข้อปฏิบัติในศูนย์ฝึกและอบรมเด็กและเยาวชน (The 14th National Conference on Computing and Information Technology) เชียงใหม่ July 2018
Wilawan Inchamnan and Aurawan Imsombut, “The Elderly Nutrition Strategies in Game Based Learning: Sodium Game”, Proceeding of the International Conference in Business Innovation 2019 (ICBI), 25-27 กรกฎาคม 2562, หน้า 80-87.
Inchamnan, W., Niranatlamphong, W. and Engbunmeesakul. N. (2019). Gamification-Driven Process: Financial Literacy in Thailand, 17th International Conference on ICT and Knowledge Engineering (ICT&KE), 20-22 November 2019, Siam University, Bangkok, Thailand
Inchamnan, W. and Anunpattana, P. (2019). Gamification in Mutual Fund Knowledge-Based Systems, 17th International Conference on ICT and Knowledge Engineering (ICT&KE), 20-22 November 2019, Siam University, Bangkok, Thailand
Yampray, K. and Inchamnan, W. (2019). A Method to Visualization Data Collection by Using Gamification, 17th International Conference on ICT and Knowledge Engineering (ICT&KE), 20-22 November 2019, Siam University, Bangkok, Thailand
Supathanarangsri, T., Tanlamai, U., Chandrachai, A., & Inchamnan, W. (2020). The Gaming Element Design of an Innovative Financial Learning Tool for Young Adult Learners. In R. Thripp & I. Sahin (Eds.), Proceedings of iHSES 2020– International Conference on Humanities, Social and Education Sciences (pp. 1-10), Washington, DC, USA. ISTES Organization, July 15–19, 2020
วิลาวัลย์ อินทร์ชํานาญ และ วิญญูนิรนาทลํ้าพงศ์, การออกแบบเกม โควิด19 เพื่อเปลี่ยนพฤติกรรม Covid19 Game Design for Behavior Changing. 12 th National Conference on Information Technology : NCIT 2020, Chonburi, ประเทศไทย, 21-22 ตุลาคม 2563
Yamyim, K., Songkram, N., Inchamnan, W. and Natakun, B. Student Perception of Makerspaces and Learning Environments in Thai Schools. iSTEM-Ed 2020 or the 5th International STEM Education Conference is taking place in Hua-Hin, Thailand, on November 4-6, 2020.
Inchamnan, W. and Chomsuan, J. (2020). Gamification Workflow for Growth Mindset Processes, 18th International Conference on ICT and Knowledge Engineering (ICT&KE), 19- 20 November 2020, Siam University, Bangkok, Thailand
Punyawee Anunpattana, Mohd Nor Akmal Khalid, Hiroyuki Iida, Wilawan Inchamnan, (2021). Capturing potential impact of challenge-based gamification on gamified quizzing in the classroom,Heliyon, Volume 7, Issue 12, 2021,e08637, ISSN 2405-8440, https://doi.org/10.1016/j.heliyon.2021.e08637.
Inchamnan, W. (2021). Game Based Learning for Elderly: Thailand. 19th International Conference on ICT and Knowledge Engineering (ICT&KE), 24-26 November 2021, Siam University, Bangkok, Thailand
Yamyim, Kanokkarn & Songkram, Noawanit & Inchamnan, Wilawan & Natakun, Boonanan. (2022). A Model for the Acceptance of Immersive Learning Through Virtual Reality Games. 6. 2734-2745. Journal of Positive School Psychology http://journalppw.com 2022, Vol. 6, No. 6, 2734 – 2745