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Time-Frequency Analysis of EEGs Recorded during Meditation.

, , , and . RVSP, page 73-76. IEEE Computer Society, (2011)

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Twitch Users' Motivations and Practices During Community Mental Health Discussions., , , , , and . Proc. ACM Hum. Comput. Interact., 6 (GROUP): 5:1-5:23 (2022)Social Contributors and Consequences of Habitual and Compulsive Game Play., , and . Int. J. Technol. Hum. Interact., 11 (3): 17-34 (2015)Does slacktivism hurt activism?: the effects of moral balancing and consistency in online activism., and . CHI, page 811-820. ACM, (2013)Building common ground and reciprocity through social network games., , , and . CHI Extended Abstracts, page 4423-4428. ACM, (2010)An Irrational Black Market? Boundary work perspective on the stigma of in-game asset transaction., and . DiGRA Conference, (2005)SHE: An Interactive VR Short Film to Discover Who You Are., and . SIGGRAPH Asia XR, page 2:1-2:2. ACM, (2020)Serious Games: An Evaluation Framework and Case Study., , , , , , , , , and 2 other author(s). HICSS, page 638-647. IEEE Computer Society, (2016)She., , and . SIGGRAPH VR Theater, page 12:1. ACM, (2021)The effects of cognitive capacity and gaming expertise on attention and comprehension., and . J. Comput. Assist. Learn., 33 (5): 473-485 (2017)Older adults' digital gameplay, social capital, social connectedness, and civic participation.. Game Stud., (2019)