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"It is always a lot of fun!": exploring dimensions of digital game experience using focus group methodology.

, , and . Future Play, page 83-89. ACM, (2007)

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Perceptual attributes of crosstalk in 3D images., , and . Displays, 26 (4-5): 177-183 (2005)Digital Games, the Aftermath: Qualitative Insights into Postgame Experiences., , , and . Evaluating User Experience in Games, Springer, (2010)Social connectedness: concept and measurement., , , and . Intelligent Environments, volume 2 of Ambient Intelligence and Smart Environments, page 67-74. IOS Press, (2009)Is This My Hand I See Before Me? The Rubber Hand Illusion in Reality, Virtual Reality, and Mixed Reality., , and . Presence, 15 (4): 455-464 (2006)Evaluation of Stereoscopic Images: Beyond 2D Quality., , , and . TBC, 57 (2): 432-444 (2011)The Virtual Midas Touch: Helping Behavior After a Mediated Social Touch., and . IEEE Trans. Haptics, 2 (3): 136-140 (2009)Reality Check: The Role of Realism in Stress Reduction Using Media Technology., and . Cyberpsy., Behavior, and Soc. Networking, 9 (2): 230-233 (2006)People, places, and play: player experience in a socio-spatial context., and . Computers in Entertainment, 6 (2): 18:1-18:11 (2008)Lifestyle Recommendations for Hypertension through Rasch-based Feasibility Modeling., , , and . UMAP, page 239-247. ACM, (2016)ATTEST: Advanced Three-dimensional Television System Technologies., , , , , , , , and . 3DPVT, page 313-319. IEEE Computer Society, (2002)