Articulation of Spatial Information: 3D Shapes. - Tim Marsh; Peter C. Wright (Visual Representations and Interpretations, 1999)

Evaluation of virtual reality systems for usability. - Tim Marsh (CHI Extended Abstracts, 1999)

Evaluation for the Design of Experience in Virtual Environments: Modeling Breakdown of Interaction and Illusion. - Tim Marsh; Peter C. Wright; Shamus P. Smith (Cyberpsychology Behav. Soc. Netw., 2001)

Towards invisible style of computer-mediated activity : transparency and continuity. - Tim Marsh (2002)

Presence as Experience: Film Informing Ways of Staying There. - Tim Marsh (Presence Teleoperators Virtual Environ., 2003)

Evaluating design guidelines for reducing user disorientation in a desktop virtual environment. - Shamus P. Smith; Tim Marsh (Virtual Real., 2004)

Automating the detection of breaks in continuous user experience with computer games. - Tim Marsh; Kiyoung Yang; Cyrus Shahabi; Wee Ling Wong; Luciano Nocera; Eduardo Carriazo; Aditya Varma; Hyunjin Yoon; Chris Kyriakakis (CHI Extended Abstracts, 2005)

Game development for experience through staying there. - Tim Marsh; Kiyoung Yang; Cyrus Shahabi (Sandbox@SIGGRAPH, 2006)

Film informing design for contemplative gameplay. - Tim Marsh; Michael Nitsche; Wei Liu 009; Peichi Chung; Jay D. Bolter; Adrian David Cheok (Sandbox@SIGGRAPH, 2008)

Immersidata Analysis: Four Case Studies. - Cyrus Shahabi; Tim Marsh; Kiyoung Yang; Hyunjin Yoon; Albert A. Rizzo; Margaret McLaughlin; Minyoung Mun (Computer, 2008)

Investigation of software patterns of user experience. - Yih-Lun Huang; Tim Marsh; Adrian David Cheok (Advances in Computer Entertainment Technology, 2010)

The 'Interactive' of Interactive Storytelling: Customizing the Gaming Experience. - Barbaros Bostan; Tim Marsh (ICEC, 2010)

Are We Game? A Study Of The Social Factors And Motivations Behind Video Gaming Amongst Female Undergraduates. - Li Zhiqiang Nickole; Tim Marsh (Int. J. Intell. Games Simul., 2010)

Fun and Learning: Blending Design and Development Dimensions in Serious Games through Narrative and Characters. - Tim Marsh; Li Zhiqiang Nickole; Eric Klopfer; Chuang Xuejin; Scot Osterweil; Jason Haas (Serious Games and Edutainment Applications, 2011)

Fun and learning: the power of narrative. - Tim Marsh; Chuang Xuejin; Li Zhiqiang Nickole; Scot Osterweil; Eric Klopfer; Jason Haas (FDG, 2011)

Serious games continuum: Between games for purpose and experiential environments for purpose. - Tim Marsh (Entertain. Comput., 2011)

Experience in Serious Games: Between Positive and Serious Experience. - Tim Marsh; Brigid Mary Costello (SGDA, 2012)

Blended In-Game and Off-Game Learning: Assimilating Serious Games in the Classroom and Curriculum. - Tim Marsh; Li Zhiqiang Nickole; Eric Klopfer; Jason Haas (SGDA, 2012)

Lingering Serious Experience as Trigger to Raise Awareness, Encourage Reflection and Change Behavior. - Tim Marsh; Brigid Mary Costello (PERSUASIVE, 2013)

Spheres and Lenses: Activity-Based Scenario / Narrative Approach for Design and Evaluation of Entertainment through Engagement. - Tim Marsh; Bonnie A. Nardi (ICEC, 2014)

Game Mechanics Supporting Pervasive Learning and Experience in Games, Serious Games, and Interactive & Social Media. - Jannicke Madeleine Baalsrud Hauge; Theodore Lim; Sandy Louchart; Ioana A. Stanescu; Minhua Ma; Tim Marsh (ICEC, 2015)

Designing for Positive and Serious Experience: Devices for Creativity, Engagement, Reflection and Learning. - Tim Marsh (JCSG, 2015)

VR Immersive Slow Reef Experience. - Tim Marsh; Nathan Jensen; Whitney Constantine; Elliot Miller (JCSG, 2016)

Framing Activity-Based Narrative in Serious Games Play-Grounds Through Objective and Motive. - Tim Marsh; Bonnie A. Nardi (JCSG, 2016)

Slow serious games, interactions and play: Designing for positive and serious experience and reflection. - Tim Marsh (Entertain. Comput., 2016)

Special issue title: Entertainment in serious games and entertaining serious purposes. - Tim Marsh; Erik Champion; Helmut Hlavacs (Entertain. Comput., 2016)

Shaping Attitudes Across Realities. Exploring Strategies for the Design of Persuasive Virtual, Augmented and Mixed Reality Games. - Martijn J. L. Kors; Karel Millenaar; Erik D. Van der Spek; Gabriele Ferri 001; Ben A. M. Schouten; Tim Marsh (ICEC, 2017)

Experimental Serious Games: Short Form Narrative in Augmented Reality Dioramas. - Tim Marsh; Daniel Galbraith; Nathan Jensen (JCSG, 2017)

Editorial. - Yusuf Pisan; Nikitas M. Sgouros; Tim Marsh (Entertain. Comput., 2017)

Water Bodies: VR Interactive Narrative and Gameplay for Social Impact. - Kay Vasey; Olivier Bos; Fadhil Nasser; Adeline Tan; Benjamin Li JunTing; Khoo Eng Tat; Tim Marsh (VRCAI, 2019)

A Review of Indie Games for Serious Mental Health Game Design. - Myfanwy King; Tim Marsh; Zeynep Akcay (JCSG, 2021)

Using Indie Games to Inform Serious Mental Health Games Design. - Myfanwy King; Tim Marsh; Zeynep Akcay (JCSG, 2021)

Between Game Mechanics and Immersive Storytelling: Design Using an Extended Activity Theory Framework. - Tim Marsh; Ashima Thomas; Khoo Eng Tat (JCSG, 2021)

Gaming on the Brain: Considerations for Designing Brain-Computer Interface Driven Gameplay. - David King; Tim Marsh; Claudio Pizzolato (JCSG, 2024)