The Pikachu effect: Social and health gaming motivations lead to greater benefits of Pokémon GO use. - Lukas Dominik Kaczmarek; Michal Misiak; Maciej Behnke; Martyna Dziekan; Przemyslaw Guzik (Comput. Hum. Behav., 2017)

A system for collecting emotionally annotated physiological signals in daily life using wearables. - Stanislaw Saganowski; Maciej Behnke; Joanna Komoszynska; Dominika Kunc; Bartosz Perz; Przemyslaw Kazienko (ACII (Workshops and Demos), 2021)

What makes male gamers angry, sad, amused, and enthusiastic while playing violent video games? - Maciej Behnke; Patrycja Chwilkowska; Lukasz D. Kaczmarek (Entertain. Comput., 2021)

The Cold Start Problem and Per-Group Personalization in Real-Life Emotion Recognition With Wearables. - Stanislaw Saganowski; Dominika Kunc; Bartosz Perz; Joanna Komoszynska; Maciej Behnke; Przemyslaw Kazienko (PerCom Workshops, 2022)

Introduction to the Minitrack on Esports. - Piotr Siuda; David Hedlund; Maciej Behnke (HICSS, 2023)

Emotions Studied by Computer Scientists and Psychologists - A Complementary Perspective. - Maciej Behnke; Stanislaw Saganowski; Lukasz D. Kaczmarek; Przemyslaw Kazienko (PerCom Workshops, 2023)

Esports Players Are Less Extroverted and Conscientious than Athletes. - Maciej Behnke; Michal Stefanczyk; Grzegorz Zurek; Piotr Sorokowski (Cyberpsychology Behav. Soc. Netw., 2023)

PosEmo - An automated system for measuring user interest and attitude in real time. - Mikolaj Buchwald; Szymon Kupinski; Jan Nowak; Magdalena Biadala; Maciej Behnke (HICSS, 2024)

Ethical Considerations and Checklist for Affective Research With Wearables. - Maciej Behnke; Stanislaw Saganowski; Dominika Kunc; Przemyslaw Kazienko (IEEE Trans. Affect. Comput., 2024)