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Playfully Conquering Performance Anxiety., , and . GFHEU, page 267-279. Springer, (2013)Co-Located vs. Remote Gameplay: The Role of Physical Co-Presence in Multiplayer Room-Scale VR., , and . CoG, page 1-8. IEEE, (2019)Masking Distracting Ambient Sound in an Adaptive VR-Application to Increase Presence., and . ICEC, volume 10507 of Lecture Notes in Computer Science, page 226-232. Springer, (2017)MATS - An ADHD-Specific Mental Health App: Evidence-Based Recommendations for Designing Assistive Applications for ADHD Families., , , and . SeGAH, page 1-8. IEEE, (2023)Towards a Game-Based Programming Learning Environment for Kids., , and . MuC, page 435-445. Oldenbourg Verlag, (2011)Intergenerational Play: Exploring the Needs of Children and Elderly., , and . MuC (Workshopband), page 317-322. Universitätsverlag Chemnitz, (2011)The Impact of Game Patterns on Player Experience and Social Interaction in Co-Located Multiplayer Games., and . CHI PLAY, page 411-422. ACM, (2017)Game Design for Older Adults: Effects of Age-Related Changes on Structural Elements of Digital Games., , , and . ICEC, volume 7522 of Lecture Notes in Computer Science, page 235-242. Springer, (2012)Exergaming: The Impact of Virtual Reality on Cognitive Performance and Player Experience., , and . CoG, page 1-8. IEEE, (2021)The influence of social entities in virtual reality games on player experience and immersion., , and . FDG, page 35:1-35:10. ACM, (2017)