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N. Furr, K. O'keeffe, and J. H. Dyer, Managing Multiparty Innovation, Harward Buisness Review, pp.76-83, 2016.

L. Dupont, C. Guidat, L. Morel, and N. Skiba, The role of mock-ups in the anticipation of the user experience within a living lab: An empirical study, 2015 IEEE International Conference on Engineering, Technology and Innovation/ International Technology Management Conference, pp.1-8, 2015.
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L. Dupont, M. Pallot, and L. Morel, Exploring the Appropriateness of Different Immersive Environments in the Context of an Innovation Process for Smart Cities, 22nd ICE/IEEE International Technology Management Conference, 2016.
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M. Pallot, R. Eynard, B. Poussard, O. Christmann, and S. Richir, Augmented sport: exploring collective user experience, Proceedings of the Virtual Reality International Conference on Laval Virtual -VRIC '13, p.1, 2013.
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V. Ramaswamy and F. J. Gouillart, The Power of CoCreation: Build it with them to Boost Growth, Productivity, and Profits, 2010.

M. Pallot, Collaborative Distance: Investigating Distance Factors Affecting Collaboration Performance, 2012.

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A. I. Nordin, A. Denisova, and P. Cairns, Too Many Questionnaires: Measuring Player Experience Whilst Playing Digital Games, Seventh York Doctoral Symposium on Computer Science & Electronics, pp.69-75, 2014.

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A. Cox, P. Cairns, P. Shah, and M. Carroll, Not Doing But Thinking: The Role of Challenge in the Gaming Experience, CHI'2012 ACM annual conference on Human Factors in Computing Systems, pp.79-88, 2012.

M. Thompson, A. Nordin, and P. Cairns, Effect of touch-screen size on game immersion, Proceedings of the 26th Annual BCS HCI 2012 People & Computers, pp.280-285, 2012.

T. Sanders and P. Cairns, Time perception, immersion and music in videogames, Proceedings of the 24th BCS Interaction Specialist Group Conference, pp.160-167, 2010.

P. Cairns, A Commentary on Short Questionnaires for Assessing Usability, Interact. Comput, vol.25, issue.4, pp.312-316, 2013.

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M. Pallot and S. Richir, Laval Virtual Vision 2025 : Blurring the lines between digital and physical worlds, Proc. 11th Intl Conf. Disability, Virtual Reality & Associated Technologies, pp.1-9, 2016.

L. Dupont, L. Morel, and P. Lhoste, Le Lorraine Fab Living Lab : la 4ème dimension de l'innovation, pp.230-235, 2015.

L. Dupont, V. Gholipour, L. Morel, J. Bignon, and C. Guidat, From Urban Concept to Urban Engineering: The Contribution of Distributed Collaborative Design to the Management of Urban Projects, J. Urban Des, vol.17, issue.2, pp.255-277, 2012.
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C. Roth and H. Koenitz, Evaluating the User Experience of Interactive Digital Narrative, Proceedings of the 1st International Workshop on Multimedia Alternate Realities -AltMM '16, pp.31-36, 2016.

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R. Aylett, Emergent Narrative, Social Immersion and 'Storification, 1st International Workshop on Narrative and Interactive Learning Environments, pp.35-45, 2000.

D. Pietschmann, B. Liebold, and G. Valtin, The MMORPG designer's journey: casualization and its consequences for social interactions, New Perspectives on the Social Aspects of Digital Gaming, 2017.

S. Louchart, R. Aylett, L. Hall, S. Woods, and A. Paiva, FearNot! Developing Social Immersion in the VICTEC and ECIRCUS Projects, Ludovia 2006 Université du multimédia ludo-éducatif et pédagogique, 2006.

G. Bente, S. Rüggenberg, and N. Krämer, Social Presence and Interpersonal Trust in Avatar-Based, Collaborative Net-Communications, PRESENCE 2004: Proceedings of the 7th Annual International Workshop on Presence, pp.54-61, 2004.

C. L. Hoyt, J. Blascovich, and K. R. Swinth, Social Inhibition in Immersive Virtual Environments, Presence: Teleoperators and Virtual Environments, vol.12, pp.183-195, 2003.

M. Pallot, L. Dupont, O. Christmann, S. Richir, B. Vincent et al., ICE Breaking: Disentangling Factors Affecting the Performance of Immersive Cocreation Environments, VRIC '17 Proceedings of the Virtual Reality International Conference, 2017.
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A. S. Lu, T. Baranowski, D. Thompson, and R. Buday, Story Immersion of Videogames for Youth Health Promotion: A Review of Literature, Games Health J, vol.1, issue.3, pp.199-204, 2012.

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R. Eynard, M. Pallot, O. Christmann, and S. Richir, Impact of Verbal Communication on User Experience in 3D Immersive Virtual Environments, IProceedings of the International Conference on Engineering, 2015.
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M. Nakevska, A. Van-der-sanden, M. Funk, J. Hu, and M. Rauterberg, Interactive Storytelling in a Mixed Reality Environment: The Effects of Interactivity on User Experiences, Entertain. Comput, pp.52-59, 2014.
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P. Gestwicki and R. Morris, Social Studies Education Game Development as an Undergraduate Immersive Learning Experience, Handbook of Research on Serious Games as Educational, Business and Research Tools, pp.838-858, 2012.

P. N. Mustaro and R. L. Mendonça, Immersion, Narrative, and Replayability as the Motivational and Attractiveness Factors in Serious Games, Handbook of Research on Serious Games as Educational, Business and Research Tools, pp.991-1008, 2012.

S. Schnall, C. Hedge, and R. Weaver, The Immersive Virtual Environment of the digital fulldome: Considerations of relevant psychological processes

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F. Ke and P. Carafano, Collaborative science learning in an immersive flight simulation, Comput. Educ, vol.103, pp.114-123, 2016.

A. Cruz, H. Paredes, B. Fonseca, and L. Morgado, Can Presence Improve Collaboration in 3D Virtual Worlds?, Procedia Technol, vol.13, pp.47-55, 2014.

P. Antoniac, M. Pallot, and P. Pulli, Virtual and augmented reality supporting group consciousness within collaborative working environments Virtual and Augmented Reality Supporting Group Consciousness within Collaborative Working Environments, 2006 IEEE International Technology Management Conference (ICE), 2006.

P. Krawczyk, M. Topolewskil, and M. Pallot, Towards a Reliable and Valid Mixed Methods Instrument in User eXperience Studies, 2017 International Conference on Engineering, Technology and Innovation, pp.1497-1506, 2017.

D. K. Rigby, J. Sutherland, and H. Takeuchi, Embracing Agile, Harward Buisness Review, pp.40-48, 2016.