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Out of sight, out of mind: co-player effects on seniors' player experience.

, , , and . Fun and Games, page 74-83. ACM, (2010)

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Social connectedness: concept and measurement., , , and . Intelligent Environments, volume 2 of Ambient Intelligence and Smart Environments, page 67-74. IOS Press, (2009)Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting., , and . Fun and Games, volume 5294 of Lecture Notes in Computer Science, page 106-117. Springer, (2008)Is This My Hand I See Before Me? The Rubber Hand Illusion in Reality, Virtual Reality, and Mixed Reality., , and . Presence Teleoperators Virtual Environ., 15 (4): 455-464 (2006)Wear It or Fear It - Exploration of Drivers & Barriers in Smartwatch Acceptance by Senior Citizens., , and . ICT4AWE, page 26-36. SciTePress, (2018)Evolving Presentation of Self: The Influence of Dementia Communication Challenges on Everyday Interactions., , , and . CHI, page 215:1-215:16. ACM, (2024)Creating an Emotionally Adaptive Game., , and . ICEC, volume 5309 of Lecture Notes in Computer Science, page 122-133. Springer, (2008)Where is Vincent? Expanding our emotional selves with AI., , , and . CUI, page 19:1-19:11. ACM, (2022)Exploring moral conflicts in speech: Multidisciplinary analysis of affect and stress., , , , , and . ACII, page 407-414. IEEE Computer Society, (2017)ATTEST: Advanced Three-dimensional Television System Technologies., , , , , , , , and . 3DPVT, page 313-319. IEEE Computer Society, (2002)Context Matters: The Effect of Textual Tone on the Evaluation of Mediated Social Touch., , , , , , and . EuroHaptics, volume 12272 of Lecture Notes in Computer Science, page 131-139. Springer, (2020)