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Transcendent experience in the use of computer-based media., , , и . NordiCHI, стр. 409-412. ACM, (2004)Why share expertise? A closer look at the quality of motivation to share or withhold knowledge., , , и . J. Knowl. Manag., 20 (2): 181-198 (2016)Reflections on the Use of Psychophysiology in Studying Reading on Digital Media, , и . IRIS: Selected Papers of the Information Systems Research Seminar in Scandinavia, (2015)Presence experience in mobile gaming., , и . DiGRA Conference, (2005)Heart-rate sonification biofeedback for poker., , , , , и . Int. J. Hum. Comput. Stud., (2018)Online News and Corporate ReputationA Neurophysiological Investigation., , , , , и . J. Media Psychol. Theor. Methods Appl., 27 (3): 118-133 (2015)RelaWorld: Neuroadaptive and Immersive Virtual Reality Meditation System., , , , , и . IUI, стр. 208-217. ACM, (2016)DYNECOM: Augmenting Empathy in VR with Dyadic Synchrony Neurofeedback., , , , , , и . HICSS, стр. 1-9. ScholarSpace, (2019)The influence of implicit and explicit biofeedback in first-person shooter games., , , , , и . CHI, стр. 859-868. ACM, (2010)PeyeDF: an Eye-Tracking Application for Reading and Self-Indexing Research., , , и . CoRR, (2019)