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Learning When Serious: Psychophysiological Evaluation of a Technology-Enhanced Learning Game., , , , and . J. Educ. Technol. Soc., 17 (1): 3-16 (2014)Was I There?: Impact of Platform and Headphones on 360 Video Immersion., , , , , and . CHI Extended Abstracts, page 2967-2974. ACM, (2017)Measuring and defining the experience of immersion in games., , , , , , and . Int. J. Hum. Comput. Stud., 66 (9): 641-661 (2008)Too close for comfort: a study of the effectiveness and acceptability of rich-media personalized advertising., , , , and . CHI, page 579-588. ACM, (2012)Removing the HUD: The Impact of Non-Diegetic Game Elements and Expertise on Player Involvement., , , , and . CHI PLAY, page 13-22. ACM, (2015)Case Study 3: Students' Experiences of Interdisciplinary Learning while Building Scientific Video Games., , , , , and . Int. J. Game Based Learn., 7 (3): 93-97 (2017)Creativity in Citizen Cyberscience., , , , , , , , , and 3 other author(s). Hum. Comput., 3 (1): 181-204 (2016)"I want to be a captain! I want to be a captain!": gamification in the old weather citizen science project., , , and . Gamification, page 79-82. ACM, (2013)Usability and Interaction Dimensions of Participatory Noise and Ecological Monitoring., , , and . Participatory Sensing, Opinions and Collective Awareness, Springer, (2017)Do games attract or sustain engagement in citizen science?: a study of volunteer motivations., , , and . CHI Extended Abstracts, page 1101-1106. ACM, (2013)