Please find below a listing of some of the Horizon CDT PhD student academic publications that have been accepted/published during 2026.
Heilbuth H (2026) What does it mean to be harmed by a video game? An analysis of how English law currently defines video game harm, 41st Annual British Irish Legal Education and Technology Association Conference
Mikhaylova, A., Wilford, S., Stahl, B., Brooks, L. (2026). Smart Doorbells in a Surveillance Society. In: Alvarez, I., Arias-Oliva, M., Dediu, AH., Silva, N. (eds) Ethical and Social Impacts of Information and Communication Technology. ETHICOMP 2025. Lecture Notes in Computer Science, vol 15939. Springer, Cham. doi.org/10.1007/978-3-032-01429-0_39
Belin, R., Simmonds-Buckley, M., Romano, D., Olejarnik, S., Johnstone, R., Day, P., Kellett, S. (2026). Testing the impact of hoarded clutter on executive function: an experiment conducted in virtual reality. [Under review]
Olejarnik, S. Z., & Romano, D. (2026). Video games and multidimensional wellbeing: age-related differences in social functioning and addiction mechanisms in console and PC gamers. [Under review]
Olejarnik, S.Z., & Romano, D. (2026). Cross-sectional and prospective associations between video game engagement and wellbeing outcomes: perspectives from the UK Longitudinal Household Survey. [Monograph]
Olejarnik, S.Z., & Romano, D. (2026). Long-term associations between video game engagement and multidimensional wellbeing: 3-month and 6-month follow-up. [In progress]
Panagiotidis, P., Spence, J., Jaeger, N., & Tennent, P. (2026). Directing Space: Rehearsing Architecture as Performer with Explainable AI (arXiv:2602.06915). arXiv. doi.org/10.48550/arXiv.2602.06915. Presented at the AAAI 2026 Workshop Creative AI for Live Interactive Performances, Singapore, January 26, 2026; forthcoming in Communications in Computer and Information Science (Vol. 2865). Springer.
Zhao, Y., Wagner, C., Ryan, B., and Pekaslan, D. “ISurvey: An R Toolkit for Interval-Valued Survey Data Analysis,” under review, 2026.