J. H. Brockmyer, C. M. Fox, K. A. Curtiss, E. Mcbroom, K. M. 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. Chen, Flow in games (and everything else), Communications of the ACM, vol.50, issue.4, pp.31-34, 2007.
DOI : 10.1145/1232743.1232769

H. Cole and M. D. Griffiths, Social Interactions in Massively Multiplayer Online Role-Playing Gamers, CyberPsychology & Behavior, vol.10, issue.4, pp.575-583, 2007.
DOI : 10.1089/cpb.2007.9988

N. Ducheneaut and R. J. Moore, The social side of gaming, Proceedings of the 2004 ACM conference on Computer supported cooperative work , CSCW '04, pp.360-369, 2004.
DOI : 10.1145/1031607.1031667

B. J. Gajadhar, Y. A. De-kort, and W. A. Ijsselsteijn, Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting, pp.106-117, 2008.
DOI : 10.1037/0022-3514.51.6.1173

C. Jennett, A. L. Cox, P. Cairns, S. Dhoparee, A. Epps et al., Measuring and defining the experience of immersion in games, International Journal of Human-Computer Studies, vol.66, issue.9, pp.641-661, 2008.
DOI : 10.1016/j.ijhcs.2008.04.004

J. Kauko and J. Häkkilä, Shared-screen social gaming with portable devices, Proceedings of the 12th international conference on Human computer interaction with mobile devices and services, MobileHCI '10, pp.317-326, 2010.
DOI : 10.1145/1851600.1851657

Y. A. De-kort, W. A. Ijsselsteijn, and K. Poels, Digital games as social presence technology: Development of the social presence in gaming questionnaire (spgq) Proceedings of PRESENCE pp, pp.195-203, 2007.

N. Lazzaro, Why we play games: Four keys to more emotion without story, 2004.

S. E. Lindley, J. Le-couteur, and N. L. Berthouze, Stirring up experience through movement in game play, Proceeding of the twenty-sixth annual CHI conference on Human factors in computing systems , CHI '08, pp.511-514, 2008.
DOI : 10.1145/1357054.1357136

H. Qin, P. Rau, P. L. Salvendy, and G. , Measuring Player Immersion in the Computer Game Narrative, International Journal of Human-Computer Interaction, vol.2, issue.2, pp.107-133, 2009.
DOI : 10.1162/105474698565686

J. B. Rocha, S. Mascarenhas, and R. Prada, Game mechanics for cooperative games. ZDN Digital Game pp, pp.73-80, 2008.

P. Sajjadi, C. Gutierrez, E. O. Trullemans, S. De-troyer, and O. , Maze commander, Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, CHI PLAY '14, pp.227-236, 2014.
DOI : 10.1016/j.advengsoft.2009.01.023

S. El-nasr, M. Aghabeigi, B. Milam, D. Erfani, M. Lameman et al., Understanding and evaluating cooperative games, Proceedings of the 28th international conference on Human factors in computing systems, CHI '10, pp.253-262, 2010.
DOI : 10.1145/1753326.1753363

P. Sweetser and P. Wyeth, GameFlow, Computers in Entertainment, vol.3, issue.3, pp.3-3, 2005.
DOI : 10.1145/1077246.1077253

F. Tecchia, G. Avveduto, R. Brondi, M. Carrozzino, M. Bergamasco et al., I'm in VR!, Proceedings of the 20th ACM Symposium on Virtual Reality Software and Technology, VRST '14, pp.73-76, 2014.
DOI : 10.1162/PRES_a_00002

N. Yee, Motivations for Play in Online Games, CyberPsychology & Behavior, vol.9, issue.6, pp.772-775, 2006.
DOI : 10.1089/cpb.2006.9.772

N. Yee, The psychology of mmorpgs: Emotional investment, motivations, relationship formation, and problematic usage. Avatars at work and play: Collaboration and interaction in shared virtual environments 34, pp.187-207, 2006.