". D. Bavelier and . Green, Brain Plasticity Through the Life Span: Learning to Learn and Action Video Games, Annual Review of Neuroscience, vol.35, issue.1, pp.391-416, 2012.
DOI : 10.1146/annurev-neuro-060909-152832

. Bernhaupt, Evaluating*user*experience*in*games:*Concepts*and*methods, 2010.

*. Bianchi and . Berthouze, Understanding"the"role"of"body"movement"in"player" engagement, HumanRComputer*Interaction, vol.28, pp.40-75, 2013.

*. J. Billieux, AchabKhazaalParaskevopoulosZullinoAn"in?depth"exploration"of"self? reported"motivations"to"play"online"and"in?game"behaviours"in"the"virtual"world"of" Azeroth, Computers*in*Human*Behavior, pp.29103-109, 2013.

". E. Boyle, . Connolly, and . Boyle, HaineyEngagement"in"digital" entertainment"games:"A"systematic"review, Computers*in*Human*Behavior, vol.28, pp.771-780, 2012.

". E. Boyle and . Kennedy, Training Surgical Skills Using Nonsurgical Tasks???Can Nintendo Wii??? Improve Surgical Performance?, Journal of Surgical Education, vol.68, issue.2, pp.148-154, 2011.
DOI : 10.1016/j.jsurg.2010.11.005

*. Bracken, Telepresence"and"video"games:"The"impact"of"image" quality, PsychNology*Journal, vol.49, issue.7, pp.101-112, 2009.

*. P. Cairns, . Coxm, and . Martin, Who but not where: The effect of social play on immersion in digital games, International Journal of Human-Computer Studies, vol.71, issue.11, pp.1069-1077, 2013.
DOI : 10.1016/j.ijhcs.2013.08.015

". L. Caroux, Measuring"aspects"of"player"experience :"A"systematic"review"of" human?computer"interaction"journals, Presented"at"the"ACM"CHI"Conference"on"Human" Factors"in"Computing"Systems"CHI'2014, 2014.
URL : https://hal.archives-ouvertes.fr/hal-01020215

*. L. Caroux, Maximizing Players' Anticipation by Applying the Proximity-Compatibility Principle to the Design of Video Games, Human Factors: The Journal of the Human Factors and Ergonomics Society, vol.53, issue.2, pp.103-11710, 1177.
DOI : 10.1177/0018720811400600

*. L. Caroux, Impact of the motion and visual complexity of the background on players' performance in video game-like displays, Ergonomics, vol.63, issue.12, pp.1863-1876, 2013.
DOI : 10.1007/s11257-010-9078-0

URL : https://hal.archives-ouvertes.fr/hal-01470744

*. G. Chanel, Physiological compliance for social gaming analysis: Cooperative versus competitive play, Interacting with Computers, vol.24, issue.4, pp.306-316, 2012.
DOI : 10.1016/j.intcom.2012.04.012

*. Charlton, Distinguishing addiction and high engagement in the context of online game playing, Computers in Human Behavior, vol.23, issue.3, pp.1531-1548, 2007.
DOI : 10.1016/j.chb.2005.07.002

*. Charlton, Validating the distinction between computer addiction and engagement: online game playing and personality, Behaviour & Information Technology, vol.29, issue.6, pp.601-61310, 1080.
DOI : 10.1080/01449290903401978

*. B. Choi and . Huang, Development of a scale for fantasy state in digital games, Computers in Human Behavior, vol.29, issue.5, 1980.
DOI : 10.1016/j.chb.2013.04.007

". G. Christou and . Lai, ZaphirisChallenges"of"designing"for" sociability"to"enhance"player"experience"in"Massively"Multi?player"Online"Role?playing" Games, Behaviour*&*Information*Technology, vol.32, pp.724-734, 2013.

*. J. Chung, Temporal Presence Variation in Immersive Computer Games, International Journal of Human-Computer Interaction, vol.48, issue.3, pp.511-529, 2012.
DOI : 10.1162/105474698565640

*. Claypool, On frame rate and player performance in first person shooter games, Multimedia Systems, vol.36, issue.11, pp.3-17, 2007.
DOI : 10.1007/s00530-007-0081-1

. Connollya and . E. Macarthur, A systematic literature review of empirical evidence on computer games and serious games, Computers & Education, vol.59, issue.2, pp.661-686, 2012.
DOI : 10.1016/j.compedu.2012.03.004

. Csikszentmihalyi, Flow:*The*psychology*of*optimal*experience, 1990.

. Csikszentmihalyi, The*evolving*self:*a*psychology*for*the*third*millennium, 1993.

. De-"-kort, Player"experience"in"a" socio?spatial"context, PeopleACM*Computers*in*Entertainment, vol.18, issue.6, pp.1-11, 2008.

". J. Derboven, Designing"for"collaboration:"a"study"in" intergenerational"social"game"designUniversal*Access*in*the*Information*Society, pp.57-65, 2011.

*. De and . Simone, Is"cheating"a"human"function?" The"roles"of"presence,"state"hostility,"and"enjoyment"in"an"unfair"video"game, J.Computers* in*Human*Behavior, vol.28, pp.2351-2358, 2012.

*. M. Dorr, Gaze"beats"mouse:"A"case"study"on"a"gaze? controlled"breakout, PsychNology*Journal, issue.7, pp.197-211, 2009.

. Egenfeldt and . Nielsen, Overview"of"research"on"the"educational"use"of"video"games, Digital*Kompetanse, issue.1, pp.184-213, 2006.

*. Fabricatore, Playability in Action Videogames: A Qualitative Design Model, Human-Computer Interaction, vol.17, issue.4, pp.311-368, 2002.
DOI : 10.1207/S15327051HCI1704_1

*. X. Fang and . Chan, BrzezinskiDevelopment"of"an"instrument"to"measure" enjoyment"of"computer"game"play, J.International*Journal*of*HumanRComputer* Interaction, vol.26496337, pp.868-88610, 1080.

*. X. Fang and . Zhang, Development of an Instrument for Studying Flow in Computer Game Play, International Journal of Human-Computer Interaction, vol.9, issue.7, pp.456-47010, 1080.
DOI : 10.1108/02635570510616120

*. Gao, What Does Touch Tell Us about Emotions in Touchscreen-Based Gameplay?, ACM Transactions on Computer-Human Interaction, vol.19, issue.4, pp.311-341, 2012.
DOI : 10.1145/2395131.2395138

*. González and . Sánchez, SimarroPlayability:" analysing"user"experience"in"video"games, Behaviour*&*Information*Technology, pp.31-1033, 1080.

. Hassenzahl, Diefenbach, Interacting*with*Computers, vol.22, pp.353-362, 2010.

. Hassenzahl, A"research"agenda, Behaviour*&* Information*Technology, vol.25, pp.91-97, 2006.

. Hornbaek, Current practice in measuring usability: Challenges to usability studies and research, International Journal of Human-Computer Studies, vol.64, issue.2, pp.79-102, 2006.
DOI : 10.1016/j.ijhcs.2005.06.002

*. J. Hou, PengEffects"of"screen"size,"viewing"angle,"and" players'"immersion"tendencies"on"game"experience, Computers*in*Human*Behavior, vol.28, pp.617-623, 2012.

*. J. Höysniemi, Using peer tutoring in evaluating the usability of a physically interactive computer game with children, Interacting with Computers, vol.15, issue.2, pp.203-225, 2003.
DOI : 10.1016/S0953-5438(03)00008-0

". K. Isbister, LaaksolahtiThe"sensual"evaluation"instrument:" Developing"a"trans?cultural"self?report"measure"of"affect, J.International*Journal*of* HumanRComputer*Studies, vol.65, pp.315-328, 2007.

". K. Isbister, &"LaaksolahtiThe"sensual"evaluation"instrument:" developing"an"affective"evaluation"tool, "CHI*2006*Proceedings, pp.1163-1172, 2006.

. York, ACM

". K. Isbister, Game*usability:*Advice*from*the*experts*for*advancing*the* player*experience, 2008.

*. C. Jennett and . Cox, A.,"TijsMeasuring" and"defining"the"experience"of"immersion"in"games, International*Journal*of*HumanR Computer*Studies, vol.66, pp.641-661, 2008.

*. Johnson, Effective affective user interface design in games, Ergonomics, vol.46, issue.13-14, pp.1332-1345, 2003.
DOI : 10.1080/00140130310001610865

*. Kivikangas, Emotional Responses to Victory and Defeat as a Function of Opponent, IEEE*Transactions*on*Affective*Computing, pp.173-18210, 2013.
DOI : 10.1109/T-AFFC.2013.12

*. A. Kleinsmith, Customizing by doing for responsive video game characters, International Journal of Human-Computer Studies, vol.71, issue.7-8, pp.775-784, 2013.
DOI : 10.1016/j.ijhcs.2013.03.005

*. Koo, The moderating role of locus of control on the links between experiential motives and intention to play online games, Computers in Human Behavior, vol.25, issue.2, pp.466-474, 2009.
DOI : 10.1016/j.chb.2008.10.010

. Lee, Presence, Explicated, Communication Theory, vol.1, issue.3, pp.27-50, 2004.
DOI : 10.1111/j.1460-2466.1992.tb00812.x

*. Lee, What Drives People to Continue to Play Online Games? An Extension of Technology Model and Theory of Planned Behavior, International Journal of Human-Computer Interaction, vol.2, issue.6, pp.601-62010, 1080.
DOI : 10.1016/j.ijhcs.2005.03.003

*. S. Lim, Computer agents versus avatars: Responses to interactive game characters controlled by a computer or other player, International Journal of Human-Computer Studies, vol.68, issue.1-2, pp.57-68, 2010.
DOI : 10.1016/j.ijhcs.2009.09.008

*. Lin, Hedonic and Utilitarian Motivations for Physical Game Systems Use Behavior, International Journal of Human-Computer Interaction, vol.30, issue.7, pp.445-45510618097, 1080.
DOI : 10.1287/isre.1050.0045

*. Lin, A study on the goal value for massively multiplayer online role-playing games players, Computers in Human Behavior, vol.27, issue.6, pp.2153-2160, 2011.
DOI : 10.1016/j.chb.2011.06.009

*. Liu, AgrawalSarkarDynamic"difficulty"adjustment"in"computer" games"through"real?time"anxiety?based"affective"feedback, International*Journal*of* HumanRComputer*Interaction, vol.25, pp.506-52910, 1080.

*. E. Maby and . Perrin, BCI"could"make"old"two? player"games"even"more"fun:"A"proof"of"concept"with" " Connect"FourAdvances*in* HumanRComputer*Interaction, pp.1247281-810, 1155.

. Malliet, An"exploration"of"adolescents'"perceptions"of"videogame"realismLearning,* Media*and*Technology, pp.377-394, 2006.

. Malone, Making"learning"fun:"A"taxonomy"of"intrinsic"motivations" for"learning, Aptitude,*learning,*and*instruction:*III, 1987.

*. Mandryk, A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies, International Journal of Human-Computer Studies, vol.65, issue.4, pp.329-347, 2007.
DOI : 10.1016/j.ijhcs.2006.11.011

*. R. Mccall, Experiences"of"evaluating"presence"in"augmented"realities, PsychNology*Journal, issue.6, pp.157-172, 2008.

*. R. Mcgloin and . Farrar, The Impact of Controller Naturalness on Spatial Presence, Gamer Enjoyment, and Perceived Realism in a Tennis Simulation Video Game, Presence: Teleoperators and Virtual Environments, vol.29, issue.3, pp.309-32410, 1162.
DOI : 10.1080/14241270209389979

". O. Merhi, FaugloireMotion"sickness,"console"video" games,"and"head?mounted"displays, Human*Factors, vol.49, pp.920-93410, 1518.
DOI : 10.1518/001872007x230262

*. Nackee and . Grimshaw, More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game, Interacting with Computers, vol.22, issue.5, pp.336-343, 2010.
DOI : 10.1016/j.intcom.2010.04.005

. Nielsen, Usability*engineering, 1993.

*. A. Paiva and . Costar, MourãoSobral SenToy:"an"affective"sympathetic"interface, International*Journal*of*HumanRComputer* Studies, vol.59, pp.227-235, 2003.
DOI : 10.1016/s1071-5819(03)00048-x

*. Parés, Analyzing"the"adequacy"of"interaction"paradigms"in"artificial" reality"experiences, HumanRComputer*Interaction, vol.28, pp.77-114, 2013.

*. N. Park and . Lee, Effects of pre-game stories on feelings of presence and evaluation of computer games, International Journal of Human-Computer Studies, vol.68, issue.11, pp.822-833, 2010.
DOI : 10.1016/j.ijhcs.2010.07.002

*. D. Pavlas, . Jentsche, and . Fiore, SalasThe"play"experience"scale:" Development"and"validation"of"a"measure"of"play, Human*Factors, vol.54, pp.214-22510, 2012.

*. Peng, The influence of competition, cooperation, and player relationship in a motor performance centered computer game, Computers in Human Behavior, vol.28, issue.6, pp.2100-2106, 2012.
DOI : 10.1016/j.chb.2012.06.014

*. K. Procci and . Singer, LevyMeasuring"the"flow"experience"of" gamers:"An"evaluation"of"the"DFS?2, Computers*in*Human*Behavior, vol.28, pp.2306-2312, 2012.

*. H. Qin and . Rau, Measuring Player Immersion in the Computer Game Narrative, International Journal of Human-Computer Interaction, vol.2, issue.2, pp.107-13310, 1080.
DOI : 10.1162/105474698565686

*. H. Qin and . Rau, Effects of different scenarios of game difficulty on player immersion, Interacting with Computers, vol.22, issue.3, pp.230-239, 2010.
DOI : 10.1016/j.intcom.2009.12.004

*. R. Raisamo, Design and evaluation of a tactile memory game for visually impaired children, Interacting with Computers, vol.19, issue.2, pp.196-205, 2007.
DOI : 10.1016/j.intcom.2006.08.011

*. N. Ravaja and . Saari, LaarniSalminenSpatial" presence"and"emotions"during"video"game"playing:"Does"it"matter"with"whom"you"play?" Presence:*Teleoperators*and*Virtual*Environments, J, vol.15, pp.381-392, 2006.

*. Retaux, Presence"in"the"environment:"Theories,"methodologies"and"applications"to" video"games, PsychNology*Journal, issue.1, pp.283-309, 2003.

*. W. Ribbens, Perceived"digital"game"realism:"a"quantitative"exploration"of" its"structurePresence:*Teleoperators*and*Virtual*Environments, pp.585-600, 2010.

*. Sabri, . A. Afabian, and . Bhatia, High?resolution"gaming:" Interfaces, J.Interacting*with*Computers, vol.19, issue.166, pp.151-59, 2007.

*. San-"-agustinc and . Hansen, Evaluation"of"the"potential" of"gaze"input"for"game"interaction, J.PsychNology*Journal, issue.7, pp.213-235, 2009.

. Shackel, Usability ??? Context, framework, definition, design and evaluation, Interacting with Computers, vol.21, issue.5-6, pp.339-346, 2009.
DOI : 10.1016/j.intcom.2009.04.007

*. Shafer, An"integrative"model"of"predictors"of"enjoyment"in"console"versus"mobile" video"games, PsychNology*Journal, issue.11, pp.137-157, 2013.

*. Shafer, PopovaSpatial"presence"and"perceived"reality"as" predictors"of"motion?based"video"game"enjoymentPresence:*Teleoperators*and*Virtual* Environments, pp.591-61910, 1162.

*. S. Shahid, Video-mediated and co-present gameplay: Effects of mutual gaze on game experience, expressiveness and perceived social presence, Interacting with Computers, vol.24, issue.4, pp.292-305, 2012.
DOI : 10.1016/j.intcom.2012.04.006

*. Shaker, AsteriadisFusing"visual"and"behavioral" cues"for"modeling"user"experience"in"games, IEEE*Transactions*on*Cybernetics, vol.43, pp.1519-1531, 2013.

*. Shin, Why do people play social network games?, Computers in Human Behavior, vol.27, issue.2, pp.852-861, 2011.
DOI : 10.1016/j.chb.2010.11.010

*. Silva, Exertion"interfaces"for"computer"videogames"using" 60" " smartphones"as"input"controllers, Multimedia*Systems, vol.19, pp.289-302, 2013.

*. P. Skalski, Image"versus"sound:"A"comparison"of"formal"feature"effects" on"presence"and"video"game"enjoyment, PsychNology*Journal, issue.8, pp.67-84, 2010.

*. H. Song and . Kim, TenzekThe"effects"of"competition"and" competitiveness"upon"intrinsic"motivation"in"exergames, E.Computers*in*Human*Behavior, vol.29, pp.1702-1708, 2013.

. Stanneyl, . R. Breaux, and . Graeber, Usability" engineering"of"virtual"environments"(VEs):"Identifying"multiple"criteria"that"drive" effective"VE"system"design, International*Journal*of*HumanRComputer*Studies, vol.58, pp.447-48110, 2003.

". J. Takatalo, KaistinenNymanUser"experience"in"3D" stereoscopic"games, J.Media*Psychology, vol.14, pp.387-414, 2011.

*. Teng, Customization, immersion satisfaction, and online gamer loyalty, Computers in Human Behavior, vol.26, issue.6, pp.1547-1554, 2010.
DOI : 10.1016/j.chb.2010.05.029

". S. Trepte and *. Applications, Avatar Creation and Video Game Enjoyment, Journal of Media Psychology, vol.22, issue.4, pp.171-184, 2010.
DOI : 10.1027/1864-1105/a000022

*. S. Vickers, Performing Locomotion Tasks in Immersive Computer Games with an Adapted Eye-Tracking Interface, ACM Transactions on Accessible Computing, vol.5, issue.1, pp.1-33, 2013.
DOI : 10.1145/2531922.2514856

*. Voiskounsky, MitinaPlaying"online"games:"Flow" experience, PsychNology*Journal, issue.2, pp.259-281, 2004.

*. S. Vonbroeke and . R. Mccall, KlattSubjective"and"behavioral"presence"measurement"and"interactivity"in"the" collaborative"augmented"reality"game"TimeWarp, Interacting*with*Computers, vol.24, pp.317-325, 2012.

. Wang, The Psychometric Properties of Dispositional Flow Scale-2 in Internet Gaming, Current Psychology, vol.11, issue.3, pp.194-201, 2009.
DOI : 10.1007/s12144-009-9058-x

*. D. Weibel, . Wissmaths, and . Steiner, HabeggerPlaying"online"games" against"computer?"vs."human?controlled"opponents:"Effects"on"presence, Computers*in*Human*Behavior, vol.24, pp.2274-2291, 2008.

*. S. Wolfson, The effects of sound and colour on responses to a computer game, Interacting with Computers, vol.13, issue.2, pp.183-192, 2000.
DOI : 10.1016/S0953-5438(00)00037-0

*. Yannakakis, MartínezTowards"affective"camera"control"in"games User*Modeling*and*UserRAdapted*Interaction, pp.313-340, 2010.

*. Zhu, *. User, *. Experience, *. Usability, . Theories et al., Developing Playability Heuristics for Computer Games from Online Reviews, pp.496-505, 2014.
DOI : 10.1007/978-3-319-07668-3_48

*. Table, Game"design"recommendations,"based"on"results"reported"in"the"present"review"in"two"or"more" experiments,"that"game"designers"should"follow"to"create"better"player?video"game"interactions

. Game-'narrative-'*-a, narrative"context"should"be"introduced"at"the"beginning"of"the"game, 2010.