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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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Critical Acclaim and Commercial Success in Mobile Free-to-Play Games., , , and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)Direct retinal signals for virtual environments., , and . VRST, page 55:1-55:2. ACM, (2017)Middle-aged Players' Memorable Experiences with Pokémon GO., , , and . DiGRA Conference, Digital Games Research Association, (2019)Exploring Playful Experiences in Social Network Games., , , and . DiGRA Conference, Digital Games Research Association, (2015)Free-to-Play Games: Paying Players' Perspective., , , and . MindTrek, page 49-58. ACM, (2018)Why do people play location-based augmented reality games: A study on Pokémon GO., , , and . Comput. Hum. Behav., (2019)Pizza and Coffee Make a Game Jam - Learnings From Organizing an Online Game Development Event.. ICGJ, page 74-77. ACM, (2021)The World Is Your Playground: A Bibliometric and Text Mining Analysis of Location-Based Game Research., , , , and . ArtsIT, volume 367 of Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, page 160-179. Springer, (2020)The Pokémon GO Experience: A Location-Based Augmented Reality Mobile Game Goes Mainstream., , , , , and . CHI, page 2493-2498. ACM, (2017)