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Presence experience in mobile gaming., , and . DiGRA Conference, (2005)Reflections on the Use of Psychophysiology in Studying Reading on Digital Media, , and . IRIS: Selected Papers of the Information Systems Research Seminar in Scandinavia, (2015)Transcendent experience in the use of computer-based media., , , and . NordiCHI, page 409-412. ACM, (2004)The influence of implicit and explicit biofeedback in first-person shooter games., , , , , and . CHI, page 859-868. ACM, (2010)RelaWorld: Neuroadaptive and Immersive Virtual Reality Meditation System., , , , , and . IUI, page 208-217. ACM, (2016)Online News and Corporate ReputationA Neurophysiological Investigation., , , , , and . J. Media Psychol. Theor. Methods Appl., 27 (3): 118-133 (2015)DYNECOM: Augmenting Empathy in VR with Dyadic Synchrony Neurofeedback., , , , , , and . HICSS, page 1-9. ScholarSpace, (2019)Spatial Presence and Emotions during Video Game Playing: Does It Matter with Whom You Play?, , , , , and . Presence Teleoperators Virtual Environ., 15 (4): 381-392 (2006)Gender and habitual use of media moderate the memory performance in emotional-multimodal context., , , and . NordiCHI, page 397-400. ACM, (2004)Emotional Responses to Victory and Defeat as a Function of Opponent., and . IEEE Trans. Affect. Comput., 4 (2): 173-182 (2013)