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Narrative Friction in Alternate Reality Games: Design Insights from Conspiracy For Good.

, , , , and . DiGRA Conference, Digital Games Research Association, (2011)

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Using prototypes in early pervasive game development., , and . Computers in Entertainment, 6 (2): 17:1-17:17 (2008)Designing avatars., , and . DIMEA, volume 349 of ACM International Conference Proceeding Series, page 232-239. ACM, (2008)The playful experiences (PLEX) framework as a guide for expert evaluation., , , , and . DPPI, page 221-230. ACM, (2013)Narrative Friction in Alternate Reality Games: Design Insights from Conspiracy For Good., , , , and . DiGRA Conference, Digital Games Research Association, (2011)