- Suh, A., Cheung, C., Ahuja, M., and Wagner, C. (2017), "Gamification in the Workplace: The Central Role of the Aesthetic Experience", Journal of Management Information Systems, 34, 1, 268-305.
- Suh, A., and Wagner, C. (2017), "How Gamification of an Enterprise Collaboration System Increases Knowledge Contribution: An Affordance Approach", Journal of Knowledge Management, 21, 2, 416-431.
- Suh, A., and Lee, J. (2017), "Understanding Teleworkers’ Technostress and Its Influence on Job Satisfaction", Internet Research, 27, 1, 140-159.
- Bock, G., Ahuja, M., Suh, A., and Lee, Y. (2015), "Sustainability of a Virtual Community: Integrating Individual and Structural Dynamics", Journal of the Association for Information Systems, Vol. 16, No. 6, 418-447.
- Lee, J., and Suh, A. (2015), "How do virtual community members develop psychological ownership and what are the effects of psychological ownership in virtual communities?", Computers in Human Behavior, Vol. 45, No. 1, 382-391.
- Suh, A. (2013), "The Influence of Self-discrepancy between the Virtual and Real Selves in Virtual Communities", Computers in Human Behavior, Vol. 29, No. 1, 246-256.
- Suh, A., Shin, K., Ahuja, M., and Kim, M. (2011), "The influence of virtuality on social networks within and across work groups: A multilevel approach", Journal of Management Information Systems, Vol. 28, No. 1, 351-386.
- Suh, A. and Shin, K. (2010), "Exploring the Effects of Online Social Ties on Knowledge Sharing: A Comparative Analysis of Collocated vs Dispersed Teams", Journal of Information Science, Vol. 36, No. 4, 443-463.
- Bock, G., Shin, K., Suh, A., and Hu, A. (2010), "The Factors Affecting Success of Knowledge-based Systems at the Organizational Level", Journal of Computer Information Systems, Vol. 50, No. 2.