1. Ryan R, Rigby C, Przybylski A (2006) The motivational pull of video games: a self-determination theory approach. Motiv Emot 30(4):344–360
2. Ermi L, Mäyrä F (2005) Fundamental components of the gameplay experience: analysing immersion. In: Digital games research association conference: changing views—worlds in play
3. Bersak D, McDarby G, Augenblick N, McDarby P, McDonnell D, McDonald B, Karkun R (2001) Intelligent biofeedback using an immersive competitive environment. In: Designing ubiquitous computing games workshop, Atlanta, GA
4. Dekker A, Champion E (2007) Please biofeed the zombies: enhancing the gameplay and display of a horror game using biofeedback. In: Situated play, proceedings of the digital games research association (DiGRA) conference. pp 550–558
5. Kuikkaniemi K, Laitinen T, Turpeinen M (2010) The influence of implicit and explicit biofeedback in first-person shooter games. In: Proceedings of the 28th international conference on human factors in computing systems, pp 859–868