1. Allen, P. T. (2018). A brief history of immersion, centuries before VR. The Conversation. https://theconversation.com/a-brief-history-of-immersion-centuries-before-vr-94835. Accessed 22 June 2023.
2. Abbamonte, G. B. (2007). The unfair commercial practices directive and its general prohibition. In S. Weatherill & U. Bernitz (Eds.), The regulation of unfair commercial practices under EC Directive 2005/29 (pp. 11–31). Hart Publishing.
3. Ballou, N., Deterding, S., Iacovides, I., & Helsby, L. (2022). Do people use games to compensate for psychological needs during crises? A mixed-methods study of gaming during COVID-19 lockdowns. CHI’22: Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems.
4. Barr, M., & Copeland-Stewart, A. (2022). Playing video games during the COVID-19 pandemic and effects on players’ well-being. Games and Culture, 17(1), 122–139.
5. Bonnail, E., Tseng, W-J., Lecolinet, E., Huron, S., & Gugenheimer, J. (2022). Exploring memory manipulation in extended reality using scenario construction. Proceedings of the 1st Workshop on Novel Challenges of Safety, Security and Privacy in Extended Reality, 29 April - 5 May 2022.