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Understanding Older Adults' Participation in Online Social Activities: Lessons from the COVID-19 Pandemic., , , and . Proc. ACM Hum. Comput. Interact., 6 (CSCW2): 1-26 (2022)Digitising Boardgames: Issues and Tensions., , and . DiGRA Conference, Digital Games Research Association, (2015)Unpacking "Boardgames with Apps": The Hybrid Digital Boardgame Model., , and . CHI, page 111:1-111:17. ACM, (2021)Older Adults Imagining Future Technologies in Participatory Design Workshops: Supporting Continuity in the Pursuit of Meaningful Activities., , , and . CoRR, (2024)Finding Time for Tabletop: Board Game Play and Parenting., and . Games Cult., 13 (3): 280-300 (2018)Lessons from Homebrewed Hybridity: Designing Hybrid Digital Boardgames for Distanced Play., and . Proc. ACM Hum. Comput. Interact., 7 (CHI): 45-72 (2023)"Keeping the Program Going": Technology Use by Community Organizations to Support the Social Connectedness of Older Adults During the COVID-19 Pandemic., , , and . Proc. ACM Hum. Comput. Interact., 7 (CSCW2): 1-26 (2023)Observing Multiplayer Boardgame Play at a Distance., , , , , , and . CHI PLAY, page 262-267. ACM, (2021)Introducing the Gamer Information-Control Framework: Enabling Access to Digital Games for People with Visual Impairment., , , , and . CHI, page 1-14. ACM, (2020)More Than a Gimmick - Digital Tools for Boardgame Play., , and . Proc. ACM Hum. Comput. Interact., 5 (CHI PLAY): 261:1-261:23 (2021)