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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)Designing Mobile Augmented Reality Games., , , and . Handbook of Augmented Reality, Springer, (2011)Toward Next-Gen Mobile AR Games., , , , , and . IEEE Computer Graphics and Applications, 28 (4): 40-48 (2008)Tidy City: Learning about Cultural Heritage through a User-Created Mobile Game.. ERCIM News, (2011)Subjective and behavioral presence measurement and interactivity in the collaborative augmented reality game TimeWarp., , , , , , , , and . Interacting with Computers, 24 (4): 317-325 (2012)Developing Ideation Cards for Mixed Reality Game Design., , and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)Supporting the design of location-based experiences by creative individuals., , and . SMAP, page 112-116. IEEE, (2016)