S. Bulu and . Tugba, Place presence, social presence, co-presence, and satisfaction in virtual worlds, Computers & Education, vol.58, issue.1, pp.154-161, 2012.
DOI : 10.1016/j.compedu.2011.08.024

P. Cairns, A. L. Cox, M. Day, H. Martin, and T. Perryman, 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.71-1069, 2013.
DOI : 10.1016/j.ijhcs.2013.08.015

G. Calleja, In-Game: From Immersion to Incorporation, 2011.

G. B. Dunning, Research in nonverbal communication. Theory into Practice, 1971.
DOI : 10.1080/00405847109542338

B. Gajadhar, Y. De-kort, and W. Ijsselsteijn, Influence of social setting on player experience of digital games, Proceeding of the twenty-sixth annual CHI conference extended abstracts on Human factors in computing systems , CHI '08, pp.3099-3104, 2008.
DOI : 10.1145/1358628.1358814

M. Hudson and P. Cairns, Interrogating social presence in games with experiential vignettes, Entertainment Computing, vol.5, issue.2, pp.101-114, 2014.
DOI : 10.1016/j.entcom.2014.01.001

M. Hudson and P. Cairns, Measuring Social Presence in Team-Based Digital Games. Interacting with Presence: HCI and the Sense of Presence in Computer-mediated Environments, 2014.
DOI : 10.1016/j.chb.2016.02.001

L. K. Kaye, Exploring flow experiences in cooperative digital gaming contexts, Computers in Human Behavior, vol.55, pp.286-291, 2015.
DOI : 10.1016/j.chb.2015.09.023

A. Kendon, Some functions of gaze-direction in social interaction, Acta Psychologica, vol.26, pp.22-63, 1967.
DOI : 10.1016/0001-6918(67)90005-4

C. L. Kleinke, Gaze and eye contact: A research review., Psychological Bulletin, vol.100, issue.1, p.78, 1986.
DOI : 10.1037/0033-2909.100.1.78

M. Lankes, T. Mirlacher, S. Wagner, and W. Hochleitner, Whom are you looking for?, Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, CHI PLAY '14, pp.171-179, 2014.
DOI : 10.1080/15213260701283079

T. Manninen and T. Kujanpää, Non-Verbal Communication Forms in Multi-player Game Session, People and Computers XVI-Memorable Yet Invisible, 2002.
DOI : 10.1007/978-1-4471-0105-5_23

URL : http://www.tol.oulu.fi/~tmannine/publications/HCI2002_Tuppi3D_analysis_final.pdf

S. S. Mansour and M. Said, Building a bi-directional bridge between social presence and interaction in online games, 2012 17th International Conference on Computer Games (CGAMES), pp.202-207, 2012.
DOI : 10.1109/CGames.2012.6314576

B. Maurer, I. Aslan, M. Wuchse, K. Neureiter, and M. Tscheligi, Gaze-Based Onlooker Integration, Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY '15, pp.163-173, 2015.
DOI : 10.1177/1046878105282279

P. Mayring, U. Flick, E. Von-kardoff, and I. Steinke, Qualitative Content Analysis, Qualitative Research Sage London, pp.266-269, 2004.

S. Shahid, E. Krahmer, and M. Swerts, 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

J. Short, E. Williams, and B. Christie, The social psychology of telecommunications, 1976.

B. Sjöblom, Gaming as a situated collaborative practice, Human IT, vol.9, issue.3, pp.128-165, 2008.

S. Games, Ibb & Obb, Sparpweed Games, 2014.

R. Tamborini and N. Bowman, Presence in video games In Immersed in Media: Telepresence in Everyday Life, pp.87-109, 2010.