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Eighteen Months of Meeple Like Us: An Exploration into the State of Board Game Accessibility., , , and . The Computer Games Journal, 7 (2): 75-95 (2018)Challenges in Designing Inclusive Immersive Technologies., , , , , , and . MUM, page 182-185. ACM, (2021)"I'm Surprised So Much Is Connected"., , , , and . CHI, page 620:1-620:13. ACM, (2022)"I'm Doing the Best I Can." - Understanding Technology Literate Older Adults' Account Management Strategies., , and . STAST, volume 13176 of Lecture Notes in Computer Science, page 86-107. Springer, (2021)Meeple Centred Design: A Heuristic Toolkit for Evaluating the Accessibility of Tabletop Games., , , and . The Computer Games Journal, 7 (2): 97-114 (2018)Developing Accessible Services: Understanding Current Knowledge and Areas for Future Support., , , , , and . CHI, page 216. ACM, (2019)Author Reflections on Creating Accessible Academic Papers., , and . ACM Trans. Access. Comput., 15 (4): 33:1-33:36 (2022)Household Surface Interactions: Understanding User Input Preferences and Perceived Home Experiences., and . CHI, page 1-14. ACM, (2020)Perceived Communication Experiences of Children and Young People with Down Syndrome: The Impact of People, Places, and AAC Methods., , , and . CHI Extended Abstracts, page 226:1-226:7. ACM, (2023)W3C Accessibility Guidelines for Mobile Games., and . The Computer Games Journal, 7 (2): 49-61 (2018)