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Social Construction of the Internet Society.. WebNet, page 615-617. AACE, (2000)A recipe based on-line food store., , , and . IUI, page 260-263. ACM, (2000)Navigating the World and Learning to Like It: Mobility Training Through a Pervasive Game, , , , , , , , and . Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services, page 285--294. New York, NY, USA, ACM, (2011)Narrative Friction in Alternate Reality Games: Design Insights from Conspiracy For Good., , , , and . DiGRA Conference, Digital Games Research Association, (2011)Formal Reasoning about Plan-Controlled Vehicles., , , and . SCAI, volume 4 of Frontiers in Artificial Intelligence and Applications, page 739-751. IOS Press, (1989)GIFT: Hybrid Museum Experiences through Gifting and Play., , , , , , , , , and 2 other author(s). CIRA@EuroMed, volume 2235 of CEUR Workshop Proceedings, page 31-40. CEUR-WS.org, (2018)Larping (Live Action Role Playing) as an Embodied Design Research Method., , , , , , , , and . Conference on Designing Interactive Systems (Companion Volume), page 389-392. ACM, (2019)Physical Warm-up Games: Exploring the Potential of Play and Technology Design., , , , , and . CHI, page 440:1-440:14. ACM, (2021)Information Technology in Pervasive Games. (2009)An Algebraic Model of Parallel Execution of Logic Programs, , and . LICS, page 50-57. IEEE Computer Society, (1986)