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The Pokémon GO Experience: A Location-Based Augmented Reality Mobile Game Goes Mainstream.

, , , , , and . CHI, page 2493-2498. ACM, (2017)

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Commoditization of Helping Players Play: Rise of the Service Paradigm., and . DiGRA Conference, Digital Games Research Association, (2009)Narrative Friction in Alternate Reality Games: Design Insights from Conspiracy For Good., , , , and . DiGRA Conference, Digital Games Research Association, (2011)Playing the system: using frame analysis to understand online play.. Future Play, page 9-16. ACM, (2010)Social Network Games Players’ Perspectives, , , and . Simulation & Gaming, 44 (6): 794--820 (December 2013)Like Seeing Yourself in the Mirror? Solitary Role-Play as Performance and Pretend Play., and . Game Stud., (2020)Giving good 'face': playful performances of self in Facebook., , and . MindTrek, page 153-160. ACM, (2011)The Game Definition Game. Games and Culture, 12 (6): 499--520 (2017)The three-sixty illusion: designing for immersion in pervasive games., , and . CHI, page 1549-1558. ACM, (2009)Play it for Real: Sustained Seamless Life/Game Merger in Momentum., , , and . DiGRA Conference, Digital Games Research Association, (2007)Role-Playing Games: The State of Knowledge Panel Abstracts., , , , , and . DiGRA Conference, Digital Games Research Association, (2009)