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1. Mapping Virtual Reality Controls to Inform Design of Accessible User Experiences

2. Whose Responsibility is Accessibility in Games Anyway? Everyone

4. Characteristics and Motivations of Players with Disabilities in Digital Games

7. Evaluating the Effectiveness of Game-Based Virtual Reality in Satellite Ground Control Operations Education and Training

12. Measuring Experiences

15. Accessible Player Experiences (APX): The Players

20. Conclusions

26. A Maturity Model for Integrating Agile Processes and User Centred Design

31. Assessing the Core Elements of the Gaming Experience

32. Familiarity in Team-Based Online Games: The Interplay Between Player Familiarity and the Concepts of Social Presence, Team Trust, and Performance

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