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Immersive Virtual Reality for Older Adults: Empirically Grounded Design Guidelines., , , , , and . ACM Trans. Access. Comput., 14 (3): 14:1-14:30 (2021)Critical Reflections on Technology to Support Physical Activity among Older Adults: An Exploration of Leading HCI Venues., , , and . ACM Trans. Access. Comput., 13 (1): 1:1-1:23 (2020)Designing for Disengagement: Challenges and Opportunities for Game Design to Support Children's Exit From Play., , and . CoRR, (2023)Virtual reality crowd simulation: effects of agent density on user experience and behaviour., , , , , and . Virtual Reality, 23 (1): 19-32 (2019)Flexible Activity Tracking for Older Adults Using Mobility Aids - An Exploratory Study on Automatically Identifying Movement Modality., , , and . ASSETS, page 55:1-55:5. ACM, (2022)Playful Reflection: Impact of Gamification on a Virtual Reality Simulation of Breastfeeding., , , , and . CHI, page 787:1-787:13. ACM, (2023)Behavioural Design in Video Games: Ethical, Legal, and Health Impact on Players., , , , and . CHI Extended Abstracts, page 331:1-331:4. ACM, (2023)Sailing Skweezee: An Exploration of Squeeze Interaction in VR., , , , , and . CHI PLAY (Companion), page 131-138. ACM, (2019)Disability Interactions in Digital Games: From Accessibility to Inclusion., , , , , , and . CHI PLAY (Companion), page 835-839. ACM, (2019)A Dyad of Lenses for the Motivational Design of mHealth: Bridging the Gap between Health Theory and App Design., , , , and . ICHI, page 1-12. IEEE, (2019)