Representative research and creative areas of work include:
- Aesthetics and information theory in augmented and virtual reality
- Educational technology and learning games
- Aesthetic and technical developments within histories of digital media
- Games for change
- Interactive sculpture and responsive environments
- Narrative and the player in digital games
- Use of new sensing and display technologies to tell interactive stories
- Electronic literature and game studies
- History and media representation of marginalized communities
- Game design and integrating wearables and sensors in games
- Media industry studies
- Virtual identities and cultural heritage
- Digital storytelling and cultural heritage