| Why do players buy in-game content? An empirical study on concrete purchase motivations J Hamari, K Alha, S Järvelä, JM Kivikangas, J Koivisto, J Paavilainen Computers in Human Behavior 68, 538-546, 2017 | 422 | 2017 |
| A review of the use of psychophysiological methods in game research JM Kivikangas, G Chanel, B Cowley, I Ekman, M Salminen, S Järvelä, ... Journal of gaming & virtual worlds 3 (3), 181-199, 2011 | 321 | 2011 |
| Moral foundations and political orientation: Systematic review and meta-analysis. JM Kivikangas, B Fernández-Castilla, S Järvelä, N Ravaja, JE Lönnqvist Psychological bulletin 147 (1), 55, 2021 | 281 | 2021 |
| RelaWorld: neuroadaptive and immersive virtual reality meditation system I Kosunen, M Salminen, S Järvelä, A Ruonala, N Ravaja, G Jacucci Proceedings of the 21st international conference on intelligent user …, 2016 | 237 | 2016 |
| Review on psychophysiological methods in game research JM Kivikangas, I Ekman, G Chanel, S Järvelä, B Cowley, P Henttonen, ... Proc. of 1st Nordic DiGRA 25, 2010 | 129 | 2010 |
| Social interaction in games: Measuring physiological linkage and social presence I Ekman, G Chanel, S Järvelä, JM Kivikangas, M Salminen, N Ravaja Simulation & Gaming 43 (3), 321-338, 2012 | 120 | 2012 |
| Physiological linkage of dyadic gaming experience S Järvelä, JM Kivikangas, J Kätsyri, N Ravaja Simulation & Gaming 45 (1), 24-40, 2014 | 118 | 2014 |
| Gender differences in emotional responses to cooperative and competitive game play JM Kivikangas, J Kätsyri, S Järvelä, N Ravaja PloS one 9 (7), e100318, 2014 | 112 | 2014 |
| Evoking physiological synchrony and empathy using social VR with biofeedback M Salminen, S Järvelä, A Ruonala, VJ Harjunen, J Hamari, G Jacucci, ... IEEE Transactions on Affective Computing 13 (2), 746-755, 2019 | 84 | 2019 |
| Augmented virtual reality meditation: Shared dyadic biofeedback increases social presence via respiratory synchrony S Järvelä, B Cowley, M Salminen, G Jacucci, J Hamari, N Ravaja ACM Transactions on Social Computing 4 (2), 1-19, 2021 | 79 | 2021 |
| An embodied cognition approach for understanding role-playing P Lankoski, S Järvelä International Journal of Role-Playing 3, 18-32, 2012 | 76 | 2012 |
| Keep your opponents close: Social context affects EEG and fEMG linkage in a turn-based computer game MM Spape, JM Kivikangas, S Järvelä, I Kosunen, G Jacucci, N Ravaja PloS one 8 (11), e78795, 2013 | 65 | 2013 |
| Role-play experience’s effect on students’ 21st century skills propensity I Aura, S Järvelä, L Hassan, J Hamari The Journal of educaTional research 116 (3), 159-170, 2023 | 52 | 2023 |
| Intragroup emotions: Physiological linkage and social presence S Järvelä, J Kätsyri, N Ravaja, G Chanel, P Henttonen Frontiers in psychology 7, 105, 2016 | 52 | 2016 |
| A practical guide to using digital games as an experiment stimulus S Järvelä, I Ekman, JM Kivikangas, N Ravaja Transactions of the Digital Games Research Association 1 (2), 2014 | 47 | 2014 |
| Experience assessment and design in the analysis of gameplay B Cowley, I Kosunen, P Lankoski, JM Kivikangas, S Järvelä, I Ekman, ... Simulation & Gaming 45 (1), 41-69, 2014 | 41* | 2014 |
| Bio-adaptive social VR to evoke affective interdependence: DYNECOM M Salminen, S Järvelä, A Ruonala, J Timonen, K Mannermaa, N Ravaja, ... Proceedings of the 23rd International Conference on Intelligent User …, 2018 | 34 | 2018 |
| Neuroadaptive meditation in the real world I Kosunen, A Ruonala, M Salminen, S Järvelä, N Ravaja, G Jacucci Proceedings of the 2017 ACM Workshop on An Application-oriented Approach to …, 2017 | 29 | 2017 |
| 12. Stimulus games S Järvelä, I Ekman, JM Kivikangas, N Ravaja Game research methods: An overview, 193, 2015 | 27 | 2015 |
| Playing with embodied social interaction: a thematic review of experiments on social aspects in gameful virtual reality M Bujić, AL Macey, S Järvelä, J Hamari Interacting with Computers 33 (6), 583-595, 2021 | 23 | 2021 |