"Eigentlich geht es mir gut" Entwicklung eines Serious Game zur patientenzentrierten Gesprächsführung. - Philipp Behler; Ingo Börsting; Heike Choi; Evelyn Fricke; Stefan Liszio; Christian Klöpfel; Sabrina Ziebarth; Ulrich Hoppe (DeLFI, 2013)

Defining second screen gaming: exploration of new design patterns. - Katharina Emmerich; Stefan Liszio; Maic Masuch (Advances in Computer Entertainment, 2014)

Lost in Open Worlds: Design Patterns for Player Navigation in Virtual Reality Games. - Stefan Liszio; Maic Masuch (ACE, 2016)

Designing Shared Virtual Reality Gaming Experiences in Local Multi-platform Games. - Stefan Liszio; Maic Masuch (ICEC, 2016)

Virtual Reality MRI: Playful Reduction of Children's Anxiety in MRI Exams. - Stefan Liszio; Maic Masuch (IDC, 2017)

The influence of social entities in virtual reality games on player experience and immersion. - Stefan Liszio; Katharina Emmerich; Maic Masuch (FDG, 2017)

Pengunaut trainer: a playful VR app to prepare children for MRI examinations: in-depth game design analysis. - Stefan Liszio; Linda Graf; Oliver Basu; Maic Masuch (IDC, 2020)

A Universe Inside the MRI Scanner: An In-Bore Virtual Reality Game for Children to Reduce Anxiety and Stress. - Stefan Liszio; Oliver Basu; Maic Masuch (CHI PLAY, 2020)

Playing in virtual nature: improving mood of elderly people using VR technology. - Linda Graf; Stefan Liszio; Maic Masuch (MuC, 2020)

Relaxation, Distraction, and Fun: Improving Well-being in Situations of Acute Emotional Distress with Virtual Reality - Stefan Liszio (2021)

The Impact of Emotional Virtual Characters on Emotional State and Player Experience in VR Horror Games. - Linda Graf; Katharina Emmerich; Stefan Liszio; Maic Masuch (FDG, 2024)