“…Social play use cases range from multiplayer virtual reality (VR) gameplay (n=5, [29-31, 45, 63]) to video gaming (n=3, [32,95,107,142]), tabletop gameplay (n=3, [2,32,40]), mobile (n=2, [71,73]) and outdoor gameplay (n=1, [87]). Use cases for tele-social communication are primarily in remote nonverbal communication (n=9, [3,41,58,65,77,91,125,133,135]), followed by text-messaging (n=4, [52,67,80,81]) and video chatting (n=1, [70]). Other prominent application contexts for social biofeedback include public interactive displays of emotion (n=11, 17%) in the form of installations (n=6), performances (n=3) and wearables (n=3), as well as mediated social interaction (n=7), social meditation and relaxation (n=6), social exertion (n=5), online content sharing (n=4) and face-to-face communication (n=2).…”