Do problematic and non-problematic video game players differ in extraversion, trait empathy, social capital and prosocial tendencies? - Emily Collins 001; Jonathan Freeman (Comput. Hum. Behav., 2013)

Social networking use and RescueTime: the issue of engagement. - Emily I. M. Collins; Jon Bird; Anna Louise Cox; Daniel Harrison (UbiComp Adjunct, 2014)

Socio-technical practices and work-home boundaries. - Anna Louise Cox; Jon Bird; Natasha Mauthner; Susan M. Dray; Anicia Peters; Emily Collins 001 (Mobile HCI, 2014)

Barriers to engagement with a personal informatics productivity tool. - Emily I. M. Collins; Anna Louise Cox; Jon Bird; Cassie Cornish-Tresstail (OZCHI, 2014)

Video Game Use and Cognitive Performance: Does It Vary with the Presence of Problematic Video Game Use? - Emily Collins 001; Jonathan Freeman (Cyberpsychology Behav. Soc. Netw., 2014)

Switch on to games: Can digital games aid post-work recovery? - Emily Collins 001; Anna Louise Cox (Int. J. Hum. Comput. Stud., 2014)

Display Blindness?: Looking Again at the Visibility of Situated Displays using Eye-tracking. - Nicholas Sheep Dalton; Emily Collins 001; Paul Marshall (CHI, 2015)

Out of Work, Out of Mind?: Smartphone Use and Work-Life Boundaries. - Emily I. M. Collins; Anna Louise Cox; Ruby Wootton (Int. J. Mob. Hum. Comput. Interact., 2015)

Say Cheese!: Games for Successful Academic and Student Networking. - Emily I. M. Collins; Anna L. Cox; Frank Lee 001 (CHI PLAY, 2016)

Creativity in Citizen Cyberscience. - Charlene Jennett; Laure Kloetzer; Anna L. Cox; Daniel Schneider; Emily Collins 001; Mattia Fritz; Michael J. Bland; Cindy Regalado; Ian Marcus; Hannah Stockwell; Louise Francis; Eleanor Rusack; et al. (Hum. Comput., 2016)

Promoting Healthy Adolescent Lifestyles Through Serious Games: Enacting a Multidisciplinary Approach. - Ian Dunwell; Laura A. Condon; Kim C. M. Bul; Alexandra R. Lang; Sarah Atkinson; Neil S. Coulson; Emily Collins 001 (Serious Games and Edutainment Applications, 2017)

Photographic Disclosure in Facebook and Relational Closeness with Others. - David J. Houghton; Adam N. Joinson; Nigel Caldwell; Ben L. Marder; Emily Collins 001 (HICSS, 2018)

What is 'Cyber Security'?: Differential Language of Cyber Security Across the Lifespan. - Simon L. Jones; Emily I. M. Collins; Ana Levordashka; Kate Muir; Adam N. Joinson (CHI Extended Abstracts, 2019)

The Avatar's new clothes: Understanding why players purchase non-functional items in free-to-play games. - Ben L. Marder; David Gattig; Emily Collins 001; Leyland F. Pitt; Jan Kietzmann; Antonia Erz (Comput. Hum. Behav., 2019)

Human Cyber Risk Management by Security Awareness Professionals: Carrots or Sticks to Drive Behaviour Change? - John M. Blythe; Alan Gray; Emily Collins 001 (HCI (30), 2020)

Remote Working Pre- and Post-COVID-19: An Analysis of New Threats and Risks to Security and Privacy. - Jason R. C. Nurse; Nikki Williams; Emily Collins 001; Niki Panteli; John M. Blythe; Ben Koppelman (HCI (39), 2021)

Exploring Workers' Subjective Experiences of Habit Formation in Cybersecurity: A Qualitative Survey. - Emily I. M. Collins; Joanne Hinds (Cyberpsychology Behav. Soc. Netw., 2021)

Reducing risk to security and privacy in the selection of trigger-action rules: Implicit vs. explicit priming for domestic smart devices. - Phillip L. Morgan; Emily I. M. Collins; Tasos Spiliotopoulos; David J. Greeno; Dylan M. Jones (Int. J. Hum. Comput. Stud., 2022)