Using frustration in the design of adaptive videogames. - Kiel Mark Gilleade; Alan J. Dix (Advances in Computer Entertainment Technology, 2004)

Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me (ACE). - Kiel Mark Gilleade; Alan J. Dix; Jennifer Allanson (DiGRA Conference, 2005)

The VoodooIO gaming kit: a real-time adaptable gaming controller. - Nicolas Villar; Kiel Mark Gilleade; Devina Ramduny-Ellis; Hans Gellersen (Comput. Entertain., 2007)

A framework for P2P application development. - James Walkerdine; Danny Hughes 001; Paul Rayson; John Simms; Kiel Mark Gilleade; John A. Mariani; Ian Sommerville (Comput. Commun., 2008)

Brain and body interfaces: designing for meaningful interaction. - Stephen H. Fairclough; Kiel Mark Gilleade; Lennart E. Nacke; Regan L. Mandryk (CHI Extended Abstracts, 2011)

Construction of the biocybernetic loop: a case study. - Stephen H. Fairclough; Kiel Mark Gilleade (ICMI, 2012)

Towards an adaptive cultural heritage experience using physiological computing. - Alex J. Karran; Stephen H. Fairclough; Kiel Mark Gilleade (CHI Extended Abstracts, 2013)

Capturing user engagement via psychophysiology: measures and mechanisms for biocybernetic adaptation. - Stephen H. Fairclough; Kiel Mark Gilleade; Katie C. Ewing; Jenna Roberts (Int. J. Auton. Adapt. Commun. Syst., 2013)

Classification Accuracy from the Perspective of the User: Real-Time Interaction with Physiological Computing. - Stephen H. Fairclough; Alexander John Karran; Kiel Mark Gilleade (CHI, 2015)

Applications and Issues for Physiological Computing Systems: An Introduction to the Special Issue. - Stephen H. Fairclough; Hugo Plácido da Silva; Hugo Gamboa; Kiel Mark Gilleade; Sergi Bermúdez i Badia (Interact. Comput., 2015)

A Framework for Psychophysiological Classification within a Cultural Heritage Context Using Interest. - Alexander John Karran; Stephen H. Fairclough; Kiel Mark Gilleade (ACM Trans. Comput. Hum. Interact., 2015)