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Let's complete! Wer nutzt den sozialen Wettbewerb in Computerspielen?. Die Computerspieler. Studien zur Nutzung von Computergames, Verlag für Sozialwissenschaften, Wiesbaden, (2008)Interview with Dr. Frank Biocca, Ameritech Professor of Telecommunication, Information and Media at Michigan State University, Director of M.I.N.D. Labs.. Zeitschrift für Medienpsychologie, 14 (3): 139-141 (2002)Neue Impulse für die europäische Presence-Forschung.. Zeitschrift für Medienpsychologie, 14 (3): 137-138 (2002)The Role of Cognitive and Affective Challenge in Entertainment Experience., and . Communication Research, 44 (1): 29-53 (2017)Gender and Computer Games: Exploring Females' Dislikes., and . J. Comput. Mediat. Commun., 11 (4): 910-931 (2006)Spontaneous Hedonic Reactions to Social Media Cues., , , and . Cyberpsychology Behav. Soc. Netw., 20 (5): 334-340 (2017)Hooked on the metaverse? Exploring the prevalence of addiction to virtual reality applications., and . Frontiers Virtual Real., (2022)Psychological benefits of using social virtual reality platforms during the covid-19 pandemic: The role of social and spatial presence., and . Comput. Hum. Behav., (2022)The Role of Health Anxiety in Online Health Information Search., and . Cyberpsy., Behavior, and Soc. Networking, 14 (10): 613-618 (2011)Not So Moral Moral Responses to Media Entertainment?. J. Media Psychol. Theor. Methods Appl., 23 (1): 24-28 (2011)