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"It is always a lot of fun!": exploring dimensions of digital game experience using focus group methodology., , and . Future Play, page 83-89. ACM, (2007)Virtual Fitness: Stimulating Exercise Behavior through Media Technology., , , , and . Presence Teleoperators Virtual Environ., 15 (6): 688-698 (2006)Virtual Laboratories: Comparability of Real and Virtual Environments for Environmental Psychology., , , and . Presence Teleoperators Virtual Environ., 12 (4): 360-373 (2003)Motivation in Home Fitnessing: Effects of Immersion and Movement., , , , , , , and . HCI (4), volume 4553 of Lecture Notes in Computer Science, page 544-548. Springer, (2007)Where everybody knows your game: the appeal and function of game cafés in western Europe., , , and . Advances in Computer Entertainment Technology, volume 422 of ACM International Conference Proceeding Series, page 28-35. ACM, (2009)Persuasive Technology for Human Well-Being: Setting the Scene., , , , and . PERSUASIVE, volume 3962 of Lecture Notes in Computer Science, page 1-5. Springer, (2006)Interpersonal connectedness: conceptualization and directions for a measurement instrument., , and . CHI Extended Abstracts, page 3129-3134. ACM, (2008)User Experience of Gesture Based Interfaces: A Comparison with Traditional Interaction Methods on Pragmatic and Hedonic Qualities., , and . Gesture Workshop, volume 7206 of Lecture Notes in Computer Science, page 36-47. Springer, (2011)Sharing places: testing psychological effects of location cueing frequency and explicit vs. inferred closeness., , and . Mobile HCI, page 399-402. ACM, (2008)A Room with a Cue: The Efficacy of Movement Parallax, Occlusion, and Blur in Creating a Virtual Window., , , , and . Presence Teleoperators Virtual Environ., 17 (3): 269-282 (2008)