Digitising Boardgames: Issues and Tensions. - Melissa J. Rogerson; Martin R. Gibbs; Wally Smith (DiGRA Conference, 2015)

"I Love All the Bits": The Materiality of Boardgames. - Melissa J. Rogerson; Martin R. Gibbs; Wally Smith (CHI, 2016)

What can We Learn from Eye Tracking Boardgame Play? - Melissa J. Rogerson; Martin R. Gibbs; Wally Smith (CHI PLAY (Companion), 2017)

Cooperating to Compete: the Mutuality of Cooperation and Competition in Boardgame Play. - Melissa J. Rogerson; Martin R. Gibbs; Wally Smith (CHI, 2018)

Finding Time for Tabletop: Board Game Play and Parenting. - Melissa J. Rogerson; Martin R. Gibbs (Games Cult., 2018)

Playing Blind: Revealing the World of Gamers with Visual Impairment. - Ronny Andrade; Melissa J. Rogerson; Jenny Waycott; Steven Baker 001; Frank Vetere (CHI, 2019)

Introducing the Gamer Information-Control Framework: Enabling Access to Digital Games for People with Visual Impairment. - Ronny Andrade; Melissa J. Rogerson; Jenny Waycott; Steven Baker 001; Frank Vetere (CHI, 2020)

Unpacking "Boardgames with Apps": The Hybrid Digital Boardgame Model. - Melissa J. Rogerson; Lucy A. Sparrow; Martin R. Gibbs (CHI, 2021)

Observing Multiplayer Boardgame Play at a Distance. - Melissa J. Rogerson; Joshua Newn; Ronal Singh; Emma Baillie; Michael Papasimeon; Lyndon Benke; Tim Miller 001 (CHI PLAY, 2021)

More Than a Gimmick - Digital Tools for Boardgame Play. - Melissa J. Rogerson; Lucy A. Sparrow; Martin R. Gibbs (Proc. ACM Hum. Comput. Interact., 2021)

The SMeFT Decks: A Card-Based Ideation Tool for Designing Hybrid Digital Boardgames for Distanced Play. - Melissa J. Rogerson; Lucy A. Sparrow; Sophie O. Freeman (OZCHI, 2022)

Understanding Older Adults' Participation in Online Social Activities: Lessons from the COVID-19 Pandemic. - Wei Zhao 045; Ryan M. Kelly 001; Melissa J. Rogerson; Jenny Waycott (Proc. ACM Hum. Comput. Interact., 2022)

The Hidden Rules of Hanabi: How Humans Outperform AI Agents. - Matthew Sidji; Wally Smith; Melissa J. Rogerson (CHI, 2023)

Older Adults Using Technology for Meaningful Activities During COVID-19: An Analysis Through the Lens of Self-Determination Theory. - Wei Zhao 045; Ryan M. Kelly 001; Melissa J. Rogerson; Jenny Waycott (CHI, 2023)

Lessons from Homebrewed Hybridity: Designing Hybrid Digital Boardgames for Distanced Play. - Lucy A. Sparrow; Melissa J. Rogerson (Proc. ACM Hum. Comput. Interact., 2023)

"Keeping the Program Going": Technology Use by Community Organizations to Support the Social Connectedness of Older Adults During the COVID-19 Pandemic. - Yushan Xing; Ryan M. Kelly 001; Melissa J. Rogerson; Jenny Waycott (Proc. ACM Hum. Comput. Interact., 2023)

"What are you Bringing to the Table?": The Something Awful Let's Play Community as a Serious Leisure Subculture. - Brian McKitrick; Melissa J. Rogerson; Martin R. Gibbs; Bjørn Nansen (Games Cult., 2023)

Designing for Inclusive Experiences: Investigating Opportunities for Supporting Older Adults in Community-based Social Programs. - Yushan Xing; Ryan M. Kelly 001; Melissa J. Rogerson; Jenny Waycott; Kashifa Aslam (CHI, 2024)

Older Adults Imagining Future Technologies in Participatory Design Workshops: Supporting Continuity in the Pursuit of Meaningful Activities. - Wei Zhao 045; Ryan M. Kelly 001; Melissa J. Rogerson; Jenny Waycott (CHI, 2024)

Human-AI Collaboration in Cooperative Games: A Study of Playing Codenames with an LLM Assistant. - Matthew Sidji; Wally Smith; Melissa J. Rogerson (Proc. ACM Hum. Comput. Interact., 2024)

A Surfeit of Barbarians: Using Facial Recognition Technology to Generate a Dungeons and Dragons Character. - Melissa J. Rogerson; Sasha Soraine; Niels Wouters (FDG, 2025)

Core or Chore? How Hybridity Impacts Player Experience. - Sasha Soraine; Melissa J. Rogerson (FDG, 2025)