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Ethical Considerations and Checklist for Affective Research With Wearables., , , and . IEEE Trans. Affect. Comput., 15 (1): 50-62 (January 2024)Emotions Studied by Computer Scientists and Psychologists - A Complementary Perspective., , , and . PerCom Workshops, page 206-211. IEEE, (2023)Introduction to the Minitrack on Esports., , and . HICSS, page 3880-3881. ScholarSpace, (2023)The Pikachu effect: Social and health gaming motivations lead to greater benefits of Pokémon GO use., , , , and . Comput. Hum. Behav., (2017)What makes male gamers angry, sad, amused, and enthusiastic while playing violent video games?, , and . Entertain. Comput., (2021)Esports Players Are Less Extroverted and Conscientious than Athletes., , , and . Cyberpsychology Behav. Soc. Netw., 26 (1): 50-56 (January 2023)The Cold Start Problem and Per-Group Personalization in Real-Life Emotion Recognition With Wearables., , , , , and . PerCom Workshops, page 812-817. IEEE, (2022)Introduction to the Minitrack on Esports., , and . HICSS, page 4441-4442. ScholarSpace, (2024)PosEmo - An automated system for measuring user interest and attitude in real time., , , , and . HICSS, page 7710-7719. ScholarSpace, (2024)A system for collecting emotionally annotated physiological signals in daily life using wearables., , , , , and . ACII (Workshops and Demos), page 1-3. IEEE, (2021)