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The Pedagogical Value of Creating Accessible Games: A Case Study with Higher Education Students., , and . Multimodal Technol. Interact., 6 (2): 10 (2022)Üsing Digital Interactive Television to Promote Healthcare and Wellness Inclusive Services"., , , , , and . HCI (22), volume 8025 of Lecture Notes in Computer Science, page 150-156. Springer, (2013)The Value of Mobile Communication for Social Belonging: Mobile Apps and the Impact on Social Interaction., and . IJHCR, 7 (2): 44-58 (2016)Drivers and barriers to the adoption of the digital television in portugal: the perspectives of the tv viewers and other main stakeholders., , , and . EuroITV, page 93-96. ACM, (2011)Moving Towards a Socially-Driven Internet Architectural Design., , , , , , and . CoRR, (2015)Realism in gameplay: digital fiction and embodiment., , and . SRMC, page 1-8. ACM, (2008)Digital TV adopters and non-adopters in the context of the analogue terrestrial TV switchover in Portugal., , and . EuroITV, page 213-222. ACM, (2012)The Adoption of Mobile Internet: Industry and Users Experiences., , , and . HCI (12), volume 8015 of Lecture Notes in Computer Science, page 13-22. Springer, (2013)Virtual communities and social activities: reframing the online experience., , and . Int. J. Web Based Communities, 8 (2): 159-176 (2012)Moving towards a socially-driven internet architectural design., , , , , , and . Comput. Commun. Rev., 42 (3): 39-46 (2012)