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Number of items: 17.

Blythe, John M., Gray, Alan and Collins, Emily 2020. Human cyber risk management by awareness professionals: carrots or sticks to drive behaviour change? Presented at: 22nd International Conference on Human-Computer Interaction (HCII 2020), Virtual, 19-24 July 2020. Published in: Moallem, Abbas ed. HCI for Cybersecurity, Privacy and Trust: Second International Conference, HCI-CPT 2020, Held as Part of the 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings. Lecture Notes in Computer Science and Information Systems and Applications, incl. Internet/Web, and HCI Springer, Cham, pp. 76-91. 10.1007/978-3-030-50309-3_6

Muir, Kate, Joinson, Adam, Collins, Emily, Cotterill, Rachel and Dewdney, Nigel 2020. When asking “What” and “How” helps you win: mimicry of interrogative terms facilitates successful online negotiations. Negotiation and Conflict Management Research 10.1111/ncmr.12179
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Collins, Emily, Cox, Anna, Wilcock, Caroline and Sethu-Jones, Geraint 2019. Digital games and mindfulness apps: comparison of effects on post work recovery. JMIR Mental Health 6 (7) , e12853. 10.2196/12853
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Jones, Simon L., Collins, Emily I. M., Levordashka, Ana, Muir, Kate and Joinson, Adam 2019. What is 'cyber security'?: Differential language of cyber security across the lifespan. Presented at: CHI '19: CHI Conference on Human Factors in Computing Systems, Glasgow, Scotland, 4-9 May 2019. CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems. ACM, LBW0269. 10.1145/3290607.3312786

Higgs, S., Liu, J., Collins, E. I. M. and Thomas, J. M. 2019. Using social norms to encourage healthier eating. Nutrition Bulletin 44 (1) , pp. 43-52. 10.1111/nbu.12371
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Marder, Ben, Gattig, David, Collins, Emily, Pitt, Leyland, Kietzmann, Jan and Erz, Antonia 2019. The avatar's new clothes: understanding why players purchase non-functional items in free-to-play games. Computers in Human Behavior 91 , pp. 72-83. 10.1016/j.chb.2018.09.006

Collins, Emily I. M., Thomas, Jason M., Robinson, Eric, Aveyard, Paul, Jebb, Susan A., Herman, C. Peter and Higgs, Suzanne 2019. Two observational studies examining the effect of a social norm and a health message on the purchase of vegetables in student canteen settings. Appetite 132 , pp. 122-130. 10.1016/j.appet.2018.09.024
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Dunwell, Ian, Condon, Laura A., Bul, Kim C. M., Lang, Alexandra R., Atkinson, Sarah, Coulson, Neil S. and Collins, Emily 2017. Promoting healthy adolescent lifestyles through serious games: enacting a multidisciplinary approach. In: Ma, Minhua and Oikonomou, Andreas eds. Serious Games and Edutainment Applications, Vol. 2. Springer, Cham, pp. 323-348. (10.1007/978-3-319-51645-5_15)

Collins, Emily I.M., Cox, Anna L. and Lee, Frank 2016. Say cheese!: Games for successful academic and student networking. Presented at: 2016 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '16), Austin, TX, USA, 16-19 October 2016. CHI PLAY '16: Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play. ACM, pp. 105-115. 10.1145/2967934.2968096

Dalton, Nicholas S., Collins, Emily and Marshall, Paul 2015. Display blindness?: Looking again at the visibility of situated displays using eye-tracking. Presented at: 2015 CHI Conference on Human Factors in Computing Systems, Seoul, South Korea, 18-23 April 2015. CHI '15: Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems. ACM, pp. 3889-3898. 10.1145/2702123.2702150

Collins, Emily I.M., Cox, Anna L. and Wootton, Ruby 2015. Out of work, out of mind? International Journal of Mobile Human Computer Interaction 7 (3) , pp. 67-78. 10.4018/ijmhci.2015070105

Collins, Emily I. M., Cox, Anna L., Bird, Jon and Cornish-Tresstail, Cassie 2014. Barriers to engagement with a personal informatics productivity tool. Presented at: 26th Australian Computer-Human Interaction Conference on Designing Futures: the Future of Design (OzCHI 2014), Sydney, Australia, 2-5 December 2014. pp. 370-379. 10.1145/2686612.2686668

Collins, Emily I. M., Bird, Jon, Cox, Anna L. and Harrison, Daniel 2014. Social networking use and RescueTime. Presented at: 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp '14), Seattle, WA, USA, 13-17 September 2014. Proceedings of the 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing: Adjunct Publication. ACM, pp. 687-690. 10.1145/2638728.2641322

Collins, Emily and Freeman, Jonathan 2014. Video game use and cognitive performance: does it vary with the presence of problematic video game use? Cyberpsychology, Behavior, and Social Networking 17 (3) , pp. 153-159. 10.1089/cyber.2012.0629

Collins, Emily and Cox, Anna L. 2013. Switch on to games: Can digital games aid post-work recovery? International Journal of Human-Computer Studies 72 (8-9) , pp. 654-662. 10.1016/j.ijhcs.2013.12.006

Collins, Emily and Freeman, Jonathan 2013. Do problematic and non-problematic video game players differ in extraversion, trait empathy, social capital and prosocial tendencies? Computers in Human Behavior 29 (5) , pp. 1933-1940. 10.1016/j.chb.2013.03.002

Collins, Emily, Freeman, Jonathan and Chamarro-Premuzic, Tomas 2012. Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use. Personality and Individual Differences 52 (2) , pp. 133-138. 10.1016/j.paid.2011.09.015

This list was generated on Wed Jan 27 04:16:56 2021 GMT.