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MEX: A Distributed Software Architecture for Wearable Computers., , , and . ISWC, page 52-57. IEEE Computer Society, (1999)Game Design Patterns., , and . DiGRA Conference, (2003)Describing Games: An Interaction-Centric Structural Framework., and . DiGRA Conference, (2003)First-Person Walkers: Understanding the Walker Experience through Four Design Themes., , , and . DiGRA/FDG, Digital Games Research Association/Society for the Advancement of the Science of Digital Games, (2016)Need to touch, wonder of discovery, and social capital: experiences with interactive playful seats., , , , and . Advances in Computer Entertainment, page 10:1-10:12. ACM, (2015)AutoJam: Exploring Interactive Music Experiences in Stop-and-Go Traffic., , , and . Conference on Designing Interactive Systems, page 441-450. ACM, (2017)The playful experiences (PLEX) framework as a guide for expert evaluation., , , , and . DPPI, page 221-230. ACM, (2013)MobiComics: collaborative use of mobile phones and large displays for public expression., , and . Mobile HCI, page 383-392. ACM, (2012)Sensified Gaming: Design Patterns and Game Design Elements for Gameful Environmental Sensing., , , and . ACE, page 3:1-3:8. ACM, (2016)reGossip: Playing Games at Interact 2001., , and . INTERACT, page 813-814. IOS Press, (2001)