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erenceName%22%3A%22ICSR%20%2B%20ART%202026%22%2C%22date%22%3A%222026%22%2C%22eventPlace%22%3A%22London%2C%20UK%22%2C%22DOI%22%3A%22%22%2C%22ISBN%22%3A%22%22%2C%22citationKey%22%3A%22axelssonDeceptiveDesignPatterns2026%22%2C%22url%22%3A%22https%3A%5C%2F%5C%2Ficsr2026.uk%5C%2Fprogramme%5C%2F%22%2C%22ISSN%22%3A%22%22%2C%22language%22%3A%22%22%2C%22collections%22%3A%5B%22T7C48C2U%22%5D%2C%22dateModified%22%3A%222026-10-24T14%3A02%3A18Z%22%7D%7D%5D%7D
Toups Dugas, P. O., & Seaborn, K. (2026). Mapping Out Xジェンダー (X-Jendā / X-Gender) Euphoric Gaming Experiences. Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY Companion '26). CHI PLAY Companion '26. Cite
Seaborn, K. (2025). Social Identity in Human-Agent Interaction: A Primer. ACM Transactions on Human-Robot Interaction. https://doi.org/10.1145/3760500 Cite Download
Axelsson, M., Wang, Y., & Seaborn, K. (2026). Deceptive design patterns in cute social robots impact user decisions. Proceedings of the 18th International Conference on Social Robotics (ICSR + ART 2026). ICSR + ART 2026, London, UK. Cite

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