Please find below a listing of some of the Horizon CDT PhD student academic publications that have been accepted/published during 2026.
Bong, Y. (2026) The Two Sarawaks: Parallel Digital Economies and the Question of Rural Inclusion. Borneo Journal of Social Sciences and Humanities, 8(1).
Gentry, E., Perez Vallejos, E., Greenhalgh, C., Dowthwaite, L., Bryce, V. (2026) Responsibly Adopting Workplace Mental Well-Being Platforms. Journal of Responsible Technology, ISSN 2666-6596, doi.org/10.1016/j.jrt.2026.100168
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
Hitcham, L., Gómez Bergin, A., Ito-Jaeger, S., Reeves, S., Perez Vallejos, E.
Adoption of Digital Mental Health Interventions in National Health Service England, Scotland, and Wales: Freedom of Information Questionnaire Study, JMIR Ment Health 2026;13:e92187 doi.org/10.2196/92187
Stahl, B. C., Ali, R., Hitcham, L., Liebherr, M., Murray, R., Vallejos, E. P., & Yankoukaya, A. (2026). Big tech, the state, or you? Who is responsible for generative AI addiction? Behaviour & Information Technology, 1–34. doi.org/10.1080/0144929X.2026.2663509
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
Milligan G., Dowthwaite L., Goulding J., Vallejos E.P. Loneliness From the Digital Mental Health Practitioners’ Perspective: Thematic Analysis of Semistructured Interviews JMIR Form Res 2026;10:e89798 doi: 10.2196/89798
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.
Panagiotidis, P., Tennent, P., Spence, J., and Jaeger N. 2026. Devising Interactive Spaces: A Rehearsal-Oriented Tool for Creating Responsive Environments for Immersive Theatre. In Proceedings of the 2026 Conference on Creativity and Cognition (C&C ’26). Association for Computing Machinery, New York, NY, USA, 1718–1724. doi.org/10.1145/3803784.3816882
Zhao, Y., Wagner, C., Ryan, B., and Pekaslan, D. “ISurvey: An R Toolkit for Interval-Valued Survey Data Analysis,” 2026 IEEE International Conference on Fuzzy Systems (FUZZ-IEEE), Maastricht, Netherlands, 2026, pp. 1-6, doi.org /10.1109/FUZZ69877.2026.11626418.