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Boxed Pervasive Games: An Experience with User-Created Pervasive Games., , , , , and . Pervasive, volume 5538 of Lecture Notes in Computer Science, page 220-237. Springer, (2009)The final TimeWarp: using form and content to support player experience and presence when designing location-aware mobile augmented reality games., , , , and . Conference on Designing Interactive Systems, page 711-720. ACM, (2012)Using presence to evaluate an augmented reality location aware game., , , and . Personal and Ubiquitous Computing, 15 (1): 25-35 (2011)TOTEM.Scout: A mobile tool for in-situ creation of location-based content., , , and . IGIC, page 89-96. IEEE, (2013)Toward Next-Gen Mobile AR Games., , , , , and . IEEE Computer Graphics and Applications, 28 (4): 40-48 (2008)Designing Mobile Augmented Reality Games., , , and . Handbook of Augmented Reality, Springer, (2011)Tidy City: Learning about Cultural Heritage through a User-Created Mobile Game.. ERCIM News, (2011)Tidy City: A location-based game for city exploration based on user-created content., , , , and . Mensch & Computer, page 487-496. Oldenbourg Verlag, (2011)The magic lens box: simplifying the development of mixed reality games., , , and . DIMEA, volume 349 of ACM International Conference Proceeding Series, page 479-486. ACM, (2008)Provenance for the People: An HCI Perspective on the W3C PROV Standard through an Online Game., , , , , and . CHI, page 2437-2446. ACM, (2015)