Designing an Engaging and Informative Application About First Aid: Gamification and Humor as Design Elements in a Serious Game. - Nicolai Foldager; Hans Hansen; Mikkel Skovsmose Tewes; Thomas Bjørner (GOODTECHS, 2016)

How to Increase Boys' Engagement in Reading Mandatory Poems in the Gymnasium: Homer's "The Odyssey" as Transmedia Storytelling with the Cyclopeia Narrative as a Computer Game. - Ademir Pasalic; Nikolaj Hollænder Andersen; Christopher Schinkel Carlsen; Emil Åberg Karlsson; Markus Berthold; Thomas Bjørner (GOODTECHS, 2017)

Immersive eating: evaluating the use of head-mounted displays for mixed reality meal sessions. - Dannie Korsgaard; Niels Christian Nilsson; Thomas Bjørner (WEVR@VR, 2017)

How to evaluate emotional experiences in television drama series: Improving viewer evaluations by psychophysiological measurements and self-reports. - Lene Heiselberg; Thomas Bjørner (ECCE, 2018)

How to evaluate emotional experiences in television drama series: improving viewer evaluations using a combination of psychophysiological measurements and self-reports. - Lene Heiselberg; Thomas Bjørner (Behav. Inf. Technol., 2018)

Older adults eating together in a virtual living room: opportunities and limitations of eating in augmented virtuality. - Dannie Korsgaard; Thomas Bjørner; Pernille Krog Sørensen; Jon Ram Bruun-Pedersen (ECCE, 2019)

How to Design and Measure a Serious Game Aiming at Emotional Engagement of Social Anxiety. - Imre Dániel Báldy; Nikolaj Hansen; Thomas Bjørner (GALA, 2019)

Increasing Reading Engagement for Danish Gymnasium Students: The Hosier and His Daughter as a Serious Game. - Mads Strømberg Petersen; Niklas Lee Skjold Hansen; Gustav Søgaard Jakobsen; Thomas Bjørner (DLI, 2020)

How to Engage Young Adults in Reading H. C. Andersen's Fairy Tale the Little Mermaid, Through a Serious Game. - Thevakorn K. Lauritsen; Delan Kasim Ali; Niklas Fruerlund Jensen; Irene Ubieto Alamillo; Thomas Bjørner (GALA, 2020)

How to design and evaluate a serious game aiming at awareness of therapy skills associated with social anxiety disorder. - Imre Dániel Báldy; Nikolaj Hansen; Thomas Bjørner (GOODTECHS, 2020)

How to Design Potential Solutions for a Cross-country Platform that Leverages Students' Diversity: A User-Centered Design Approach - and Its Challenges. - Giulia D'Ettole; Thomas Bjørner; Amalia de Götzen (HCI (22), 2020)

Eating together while being apart: A pilot study on the effects of mixed-reality conversations and virtual environments on older eaters' solitary meal experience and food intake. - Dannie Korsgaard; Thomas Bjørner; Jon Ram Bruun-Pedersen; Pernille Krog Sørensen; Federico J. A. Perez-Cueto (VR Workshops, 2020)

Creating user stereotypes for persona development from qualitative data through semi-automatic subspace clustering. - Dannie Korsgaard; Thomas Bjørner; Pernille Krog Sørensen; Paolo Burelli (User Model. User Adapt. Interact., 2020)

Can a Serious Game Be Designed to Increase Engagement in a Mandatory Postmodern Novella at Danish Gymnasiums? - Mads Strømberg Petersen; Gustav Søgaard Jakobsen; Daniel Bredgaard Hendriksen; Niklas Lee Skjold Hansen; Thomas Bjørner (GALA, 2021)

How can a serious game be designed to provide engagement with and awareness of the plastic crisis as part of UN's SDGs. - Thomas Bjørner (GoodIT, 2021)

Danish Nursing Home Staff's Perceived Visual Comfort and Perceived Usefulness of a Circadian Lighting System. - Kathrine Marie Schledermann; Thomas Bjørner; Torben Skov Hansen (GoodIT, 2021)

Design and Evaluation of a Serious Game to Supplement Pupils' Understanding of Molecular Structures in Chemistry. - Thomas Bjørner; Louise Gaard Hansen; Miicha Valimaa; Julie Ulnits Sørensen; Mircea Dobre (JCSG, 2021)

An Engaging Serious Game Aiming at Awareness of Therapy Skills Associated with Social Anxiety Disorder. - Imre Dániel Báldy; Nikolaj Hansen; Thomas Bjørner (Mob. Networks Appl., 2021)

Making Fiscal Policy Engaging for Students in Social Studies by Used Game-Based Learning. - Mads Strømberg Petersen; Niklas Lee Skjold Hansen; Gustav Søgaard Jakobsen; Daniel Henriksen; Thomas Bjørner (DLI, 2022)

Making homework fun: The effect of game-based learning on reading engagement. - Thomas Bjørner; Andreas Jin Sum; Rune Korsgaard Ludvigsen; Nicolai Lind Bouquin; Frederik Darling Larsen; Ulrik Kampel (GoodIT, 2022)

Photo Analysis for Characterizing Food-Related Behavior and Photo Elicitation to Set-Up a Mixed Reality Environment for Social Eating Among Older Adults Living at Home. - Helene Christine Reinbach; Thomas Bjørner; Thomas Skov; Dannie Michael Korsgaard (HCI (46), 2022)

An Augmented Reality Training Application for Service and Maintenance of a Medical Analyzer: A UX Approach to Usefulness and User Satisfaction. - Liana-Dorina Møsbæk; Thomas Bjørner (iLRN, 2022)

An Engaging Serious Game that Strengthens High School Students' Understanding of the Periodic Table. - Thomas Bjørner; Nick B. Blume; Nicolaj J. D. Frederiksen; Victor S. Hjort; Amalie F. H. Mørck; Martin Ø. Petersen (GALA, 2023)

Using EEG data as Dynamic Difficulty Adjustment in a serious game about the plastic pollution in the oceans. - Thomas Bjørner (GoodIT, 2023)

How to Design a Successful Training Application with Used Mobile Augmented Reality. - Liana-Dorina Møsbæk; Thomas Bjørner (HCI (54), 2023)

How a Serious Game Supports Elementary School History Classes in Teaching About the Bombardment of Copenhagen in 1807. - Mads Strømberg Petersen; Thomas Bjørner; Christian Tobias Arndt; Omar Safi (JCSG, 2023)

Perceived visual comfort and usefulness of a circadian lighting system implemented at a nursing home. - Kathrine Marie Schledermann; Torben Skov Hansen; Thomas Bjørner (Multim. Tools Appl., 2023)

How can a foundation be outlined for a successful serious game to increase reading engagement. - Thomas Bjørner; Mads Strømberg Petersen; Niklas Lee Skjold Hansen; Gustav Søgaard Jakobsen; Daniel Bredgaard Hendriksen (Int. J. Serious Games, 2023)

A Serious Game for Promoting Knowledge about Suicidal Thoughts for Students at Higher Education. - Thomas Bjørner; Sofie Daniel Andersen; Emilie Sommer; Kristine Fogh Andersen; Marius Frederik Qvarnstrøm; Mie Møller Enevoldsen; Nicolai Lennart Larsson; Stacia Suwan Sørensen (GoodIT, 2024)

VR traffic simulations for enhancing the driving theory for student drivers. - Mads Strømberg Petersen; Thomas Bjørner; Hamza Majid Qureshi; Amanda Leithoff Johansen; Gabriel Colton DeAngelis Walloe; Simon Sand Andersen (ICISS, 2024)

Dilemma and Conflict Management in Virtual Reality for Teacher Education Students. - Niels Christian M. Felix Luel; Adelina G. M. Holmstrøm; Malthe O. B. Hartvigsen; Simon I. Axelsen; Malthe K. Hansen; Halipha Ndikumana; Nathan S. Littlefield; Thorkild Hanghøj; Thomas Bjørner (XR (2), 2025)