Observe or Participate: The Effect of Point-Of-View on Presence and Enjoyment in 360 Degree Movies for Head Mounted Displays. - Anneliene A. L. F. M. van den Boom; Snezana Stupar-Rutenfrans; Oscar S. P. Bastiaens; Marnix S. van Gisbergen (AmI (Workshops/Posters), 2015)

The Oculus Rift Film Experience: A Case Study on Understanding Films in a Head Mounted Display. - Hannah Syrett; Licia Calvi; Marnix S. van Gisbergen (INTETAIN, 2016)

Confessions of A 'Guilty' Couch Potato Understanding and Using Context to Optimize Binge-watching Behavior. - Dimph de Feijter; Vassilis-Javed Khan; Marnix S. van Gisbergen (TVX, 2016)

When sound modulates vision: VR applications for art and entertainment. - Svetlana Bialkova; Marnix S. van Gisbergen (WEVR@VR, 2017)

Beat the Fear of Public Speaking: Mobile 360° Video Virtual Reality Exposure Training in Home Environment Reduces Public Speaking Anxiety. - Snezana Stupar-Rutenfrans; Loes E. H. Ketelaars; Marnix S. van Gisbergen (Cyberpsychology Behav. Soc. Netw., 2017)

The Relationship Among the Optical Aspects of Photographic Composition and the Quality, Perception and Interpretation of the Realism in Virtual Images. - Marcia Campos; Fábio F. C. Campos; Marnix S. van Gisbergen; Michelle Kovacs (IHSI, 2019)

Esports matrix: Structuring the esports research agenda. - Eleanor E. Cranmer; Dai-In Danny Han; Marnix S. van Gisbergen; Timothy Jung 001 (Comput. Hum. Behav., 2021)

Self-concepts applied as a strategy to measure the level of acceptance of a Serious Game. - Anthony Lins; Walter Franklin Marques Correia; Fábio Ferreira da Costa Campos; Marnix S. van Gisbergen; João Marcelo Xavier Natário Teixeira (J. Interact. Syst., 2025)