B. Z. Allison and C. Neuper, Could Anyone Use a BCI?, Brain-computer interfaces, pp.35-54, 2010.
DOI : 10.1007/978-1-84996-272-8_3

M. Anastassova, J. Burkhardt, C. Mégard, and A. Leservot, User-centred design of mixed reality for vehicle maintenance training: An empirical comparison of two techniques for user needs analysis, 2005.

A. Bandura, S. Freeman-bermudez-i-badia, H. Samaha, A. Morgade, and P. Verschure, Self Efficacy: The exercise of control Exploring the synergies of a hybrid BCI -VR neurorehabilitation system, International Conference on Virtual Rehabilitation (ICVR). doi: 10.1109/ICVR, p.5971813, 1997.

S. Blain-moraes, R. Schaff, K. Gruis, J. Huggins, and P. Wren, Barriers to and mediators of brain???computer interface user acceptance: focus group findings, Ergonomics, vol.59, issue.182, pp.516-525, 2012.
DOI : 10.1016/S1388-2457(02)00057-3

A. Blandford, T. Green, D. Furniss, and S. Makri, Evaluating system utility and conceptual fit using CASSM, International Journal of Human-Computer Studies, vol.66, issue.6, 2008.
DOI : 10.1016/j.ijhcs.2007.11.005

URL : http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.104.3274

L. Bonnet, F. Lotte, and A. Lécuyer, Two Brains, One Game: Design and Evaluation of a Multiuser BCI Video Game Based on Motor Imagery, IEEE Transactions on Computational Intelligence and AI in Games, vol.5, issue.2, 2013.
DOI : 10.1109/TCIAIG.2012.2237173

URL : https://hal.archives-ouvertes.fr/hal-00784886

J. Brockmyer, C. Fox, K. Curtiss, E. Mcbroom, K. Burkhart et al., The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing, Journal of Experimental Social Psychology, vol.45, issue.4, pp.624-634, 2009.
DOI : 10.1016/j.jesp.2009.02.016

J. Burkhardt and T. Lubart, Creativity in the Age of Emerging Technology: Some Issues and Perspectives in 2010, Creativity and Innovation Management, vol.1, issue.4, 2010.
DOI : 10.1111/j.1467-8691.2010.00559.x

URL : https://hal.archives-ouvertes.fr/hal-00931194

M. Donnerer and A. Steed, Using a P300 Brain???Computer Interface in an Immersive Virtual Environment, Presence: Teleoperators and Virtual Environments, vol.6, issue.1, 2010.
DOI : 10.1016/S1388-2457(02)00057-3

J. I. Ekandem, T. Davis, I. Alvarez, M. James, and J. Gilbert, Evaluating the ergonomics of BCI devices for research and experimentation, Ergonomics, vol.16, issue.4, 2012.
DOI : 10.1109/PROC.1977.10542

C. Escolano, J. Antelis, and J. Minguez, Human brain-teleoperated robot between remote places, 2009 IEEE International Conference on Robotics and Automation, pp.4430-4437, 2009.
DOI : 10.1109/ROBOT.2009.5152639

L. George and A. Lécuyer, An overview of research on " passive " brain-computer interfaces for implicit human-computer interaction, International Conference on Applied Bionics and Biomechanics, 2010.
URL : https://hal.archives-ouvertes.fr/inria-00537211

C. Groenegress, C. Holzner, C. Guger, and M. Slater, Effects of P300-Based BCI Use on Reported Presence in a Virtual Environment, Presence: Teleoperators and Virtual Environments, vol.9, issue.4, 2010.
DOI : 10.1007/s11434-008-0547-3

H. Gürkök, B. Van-de-laar, D. Plass-oude-bos, M. Poel, and A. Nijholt, Players' Opinions on Control and Playability of a BCI Game, International Conference on Universal Access in Human-Computer Interaction (UAHCI), 2014.

H. Gürkök, A. Nijholt, M. Poel, and M. Obbink, Evaluating a Multi-Player Brain- Computer Interface Game: Challenge versus Co-Experience, Entertainment Computing, vol.4, 2013.

C. Guger, G. Edlinger, W. Harkam, I. Niedermayer, G. Pfurtscheller et al., How many people are able to operate an EEG-based brain-computer interface (BCI)? Measuring Immersion and Affect in a Brain-Computer Interface Game, Human-Computer Interaction ? INTERACT 2011, pp.115-128, 2003.

M. Hassenzahl, The Effect of Perceived Hedonic Quality on Product Appealingness, International Journal of Human-Computer Interaction, vol.12, issue.3, pp.481-499, 2011.
DOI : 10.1207/S15327590IJHC1203&4_10

S. Hjelm and C. Browall, Brainball ? using brain activity for cool competition, 2000.

E. Holz, J. Höhne, P. Staiger-sälzer, M. Tangermann, and A. Kübler, Brain???computer interface controlled gaming: Evaluation of usability by severely motor restricted end-users, Artificial Intelligence in Medicine, vol.59, issue.2, 2013.
DOI : 10.1016/j.artmed.2013.08.001

W. A. Ijsselsteijn, Y. De-kort, and K. Poels, preparation) The Game Experience Questionnaire: Development of a self-report measure to assess the psychological impact of digital games

I. Iturrate, J. Antelis, A. Kübler, and J. Minguez, A Noninvasive Brain-Actuated Wheelchair Based on a P300 Neurophysiological Protocol and Automated Navigation, IEEE Transactions on Robotics, vol.25, issue.3, pp.614-627, 2009.
DOI : 10.1109/TRO.2009.2020347

C. Jeunet, A. Cellard, S. Subramanian, M. Hachet, N. Kaoua et al., How Well Can We Learn With Standard BCI Training Approaches? A Pilot Study, International Brain-Computer Interface Conference, 2014.
URL : https://hal.archives-ouvertes.fr/hal-01052692

A. Kübler, E. Holz, C. Zickler, and T. Kaufmann, A user centred approach for bringing BCI controlled applications to end-users Braincomputer interface systems -recent progress and future prospects, p.55802, 2013.

F. Lotte, Y. Renard, and A. Lécuyer, Self-paced Brain-Computer Interaction with Virtual Worlds: a Qualitative and Quantitative Study 'Out-of-the-Lab'. International Brain-Computer Interface Workshop and Training Course, 2008.
URL : https://hal.archives-ouvertes.fr/inria-00304340

F. Lotte, J. Faller, C. Guger, Y. Renard, G. Pfurtscheller et al., Combining BCI with Virtual Reality: Towards New Applications and Improved BCI, Practical Brain-Computer Interfaces: Bridging the Gap from Research to Real- World Applications, 2013.
DOI : 10.1007/978-3-642-29746-5_10

URL : https://hal.archives-ouvertes.fr/hal-00735932

E. Loup-escande and O. Christmann, Requirements prioritization by end-users and consequences on design of a virtual reality software: an exploratory study, International Conference on Evaluation of Novel Approaches to Software Engineering (ENASE), pp.5-14, 2013.

E. Loup-escande, J. Burkhardt, and S. Richir, Anticipating and evaluating the usefulness of emerging technologies in ergonomic design: a review of usefulness in design, Le travail humain, vol.76, pp.25-55, 2013.

S. Mahlke, M. Minge, and M. Thüring, Measuring multiple components of emotions in interactive contexts. CHI Extended Abstracts on Human Factors in Computing Systems, pp.1061-1066, 2006.

G. Müller-putz, R. Scherer, and G. Pfurtscheller, Game-like training to learn single switch operated neuroprosthetic control, Internationational Conference on Advances in Computer Entertainment Technology, 2007.

C. Mühl, Neurophysiological Assessment of Affective Experience, Affective Computing and Intelligent Interaction, 2009.

M. Mulvenna, G. Lightbody, E. Thomson, P. Mccullagh, M. Ware et al., Realistic expectations with brain computer interfaces, Journal of Assistive Technologies, vol.6, issue.4, pp.233-245, 1108.
DOI : 10.1108/17549451211285735

F. Nijboer, N. Birbaumer, and A. Kubler, The influence of psychological state and motivation on brain-computer interface performance in patients with amyotrophic lateral sclerosis - a longitudinal study, Frontiers in Neuroscience, vol.4, 2010.
DOI : 10.3389/fnins.2010.00055

A. Nijholt and H. Gürkök, Multi-Brain Games: Cooperation and Competition, Universal Access in Human-Computer Interaction. Design Methods, Tools, and Interaction Techniques for Inclusion Lecture Notes in Computer Science, pp.652-661, 2013.
DOI : 10.1007/978-3-642-39188-0_70

URL : http://eprints.eemcs.utwente.nl/23038/01/hcii2013.pdf

D. Plass-oude-bos, B. Reuderink, B. Laar, H. Gürkök, C. Mühl et al., Brain-Computer Interfacing and Games, 2010.
DOI : 10.1007/978-1-84996-272-8_10

D. Plass-oude-bos, M. Poel, and A. Nijholt, A Study in User-Centered Design and Evaluation of Mental Tasks for BCI, International Conference on Advances in multimedia modeling, pp.122-134978, 2011.
DOI : 10.1016/S1388-2457(02)00057-3

P. Rabardel and P. Beguin, Instrument mediated activity: from subject development to anthropocentric design, Theoretical Issues in Ergonomics Science, vol.38, issue.5, pp.429-461, 1080.
DOI : 10.1037/10096-000

S. Robertson, Requirements trawling: techniques for discovering requirements, International Journal of Human-Computer Studies, vol.55, issue.4, p.481, 2001.
DOI : 10.1006/ijhc.2001.0481

M. V. Sanchez-vives and M. Slater, Opinion: From presence to consciousness through virtual reality, Nature Reviews Neuroscience, vol.9, issue.4, pp.332-339, 2005.
DOI : 10.1038/35101601

R. Scherer, G. Moitzi, I. Daly, and G. Muller-putz, On the Use of Games for Noninvasive EEG-Based Functional Brain Mapping, IEEE Transactions on Computational Intelligence and AI in Games, vol.5, issue.2, pp.155-163, 2013.
DOI : 10.1109/TCIAIG.2013.2250287

M. Schreuder, A. Riccio, M. Risetti, S. Dähne, A. Ramsav et al., User-centered design in brain???computer interfaces???A case study, Artificial Intelligence in Medicine, vol.59, issue.2, pp.71-80, 2013.
DOI : 10.1016/j.artmed.2013.07.005

M. Slater, Place illusion and plausibility can lead to realistic behaviour in immersive virtual environments, Philosophical Transactions of the Royal Society B: Biological Sciences, vol.191, issue.51, pp.3549-3557, 1535.
DOI : 10.1192/bjp.191.51.s63

E. Thomas, M. Dyson, and M. Clerc, An analysis of performance evaluation for motorimagery based BCI, Journal of neural engineering, vol.103, 2013.
URL : https://hal.archives-ouvertes.fr/hal-00821971

G. Valsan, B. Grychtol, H. Lakany, and B. Conway, The strathclyde brain computer interface, 2009 Annual International Conference of the IEEE Engineering in Medicine and Biology Society, 2009.
DOI : 10.1109/IEMBS.2009.5333506

B. Van-de-laar, H. Gurkok, D. Plass-oude-bos, F. Nijboer, and A. Nijholt, Perspectives on User Experience Evaluation of Brain-Computer Interfaces, Universal Access in Human-Computer Interaction -Users Diversity, pp.600-609, 2011.
DOI : 10.1007/978-3-642-21663-3_65

V. Venkatesh, M. Morris, G. Davis, and F. Davis, User acceptance of information technology: toward a unified view, MIS Quarterly, vol.27, pp.425-478, 2003.

B. Witmer and M. Singer, Measuring Presence in Virtual Environments: A Presence Questionnaire, Presence: Teleoperators and Virtual Environments, vol.2, issue.3, pp.225-240, 1998.
DOI : 10.1006/ijhc.1996.0060

J. Wolpaw, N. Birbaumer, D. Mcfarland, G. Pfurtscheller, and T. Vaughan, Brain???computer interfaces for communication and control, Clinical Neurophysiology, vol.113, issue.6, pp.767-791, 2002.
DOI : 10.1016/S1388-2457(02)00057-3

N. Yan, J. Wang, M. Liu, L. Zong, Y. Jiao et al., Designing a brain-computer interface device for neurofeedback using virtual environments, Journal of Medical and Biological Engineering, vol.28, pp.167-172, 2008.

F. Yang, W. Chen, B. Wu, Y. Qi, J. Luo et al., An adaptive BCI system for virtual navigation, International Conference on Information Science and Engineering, 2010.

C. Zickler, S. Halder, S. Kleih, C. Herbert, and A. Kübler, Brain Painting: Usability testing according to the user-centered design in end users with severe motor paralysis, Artificial Intelligence in Medicine, vol.59, issue.2, 2013.
DOI : 10.1016/j.artmed.2013.08.003