Experiences of Time Loss among Videogame Players: An Empirical Study. - Richard T. A. Wood; Mark D. Griffiths 001; Adrian Parke (Cyberpsychology Behav. Soc. Netw., 2007)

Poker Gambling Virtual Communities: The Use of Computer-Mediated Communication to Develop Cognitive Poker Gambling Skills. - Adrian Parke; Mark D. Griffiths 001 (Int. J. Cyber Behav. Psychol. Learn., 2011)

Effects on Gambling Behaviour of Developments in Information Technology: A Grounded Theoretical Framework. - Adrian Parke; Mark Griffiths 001 (Int. J. Cyber Behav. Psychol. Learn., 2011)

Virtual reality as a platform for research in gambling behaviour. - Patrick Dickinson; Kathrin Gerling; Liam Wilson; Adrian Parke (Comput. Hum. Behav., 2020)

Experiencing Simulated Confrontations in Virtual Reality. - Patrick Dickinson; Arthur Jones; Wayne Christian; Andrew Westerside; Francis Mulloy; Kathrin Gerling; Kieran Hicks; Liam Wilson; Adrian Parke (CHI, 2021)

Diegetic Tool Management in a Virtual Reality Training Simulation. - Patrick Dickinson; Andrew Cardwell; Adrian Parke; Kathrin Gerling; John C. Murray (VR, 2021)

Is Virtual Reality Sickness Elicited by Illusory Motion Affected by Gender and Prior Video Gaming Experience? - Katharina Margareta Theresa Pöhlmann; Louise O'Hare; Julia Föcker; Adrian Parke; Patrick Dickinson (VR Workshops, 2021)

The relationship between vection, cybersickness and head movements elicited by illusory motion in virtual reality. - Katharina Margareta Theresa Pöhlmann; Julia Föcker; Patrick Dickinson; Adrian Parke; Louise O'Hare (Displays, 2022)

I think I don't feel sick: Exploring the Relationship Between Cognitive Demand and Cybersickness in Virtual Reality using fNIRS. - Katharina Margareta Theresa Pöhlmann; Horia A. Maior; Julia Föcker; Louise O'Hare; Adrian Parke; Aleksandra Landowska; Patrick Dickinson (CHI, 2023)