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'You do the math': Mathletics and the play of online learning., , , , and . New Media Soc., 14 (7): 1216-1235 (2012)Screen ecologies, multi-gaming and designing for different registers of engagement., , and . CHI PLAY, page 37-46. ACM, (2014)"What are you Bringing to the Table?": The Something Awful Let's Play Community as a Serious Leisure Subculture., , , and . Games Cult., 18 (3): 402-421 (May 2023)Time, technology, and the rhythms of daily life., , , and . ISTAS, page 475-479. IEEE, (2010)Emerging Technologies and the Contextual and Contingent Experiences of Ageing Well., , , , , , and . INTERACT (3), volume 8119 of Lecture Notes in Computer Science, page 582-589. Springer, (2013)Consumer Issues for Planning and Managing Digital Legacies Leading Edge., , , , and . IEEE Technol. Soc. Mag., 33 (3): 26-31 (2014)Invisible connections: investigating older people's emotions and social relations around objects., , , , , , and . CHI, page 1937-1940. ACM, (2014)Media, mortality and necro-technologies: Eulogies for dead media., , , and . New Media Soc., 25 (8): 2163-2182 (August 2023)Design considerations for after death: comparing the affordances of three online platforms., , , , and . OZCHI, page 395-404. ACM, (2012)'Death by Twitter': Understanding false death announcements on social media and the performance of platform cultural capital., , , , and . First Monday, (2019)