2026 Publications

2026 Publications

Please find below a listing of some of the Horizon CDT PhD student academic publications that have been accepted/published during 2026. 


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

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,” under review, 2026.