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Understanding Pervasive Games through Gameplay Design Patterns.

, and . DiGRA Conference, Digital Games Research Association, (2007)

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Designing for fun and play: exploring possibilities in design for gamification., and . Gamification, page 131-134. ACM, (2013)Backfiring and favouring: how design processes in HCI lead to anti-patterns and repentant designers., , and . NordiCHI, page 16:1-16:12. ACM, (2020)Untangling running: designing for real-life runner experiences., , , and . Interactions, 22 (2): 40-43 (2015)The Case for Computer-Augmented Games., and . Trans. Digit. Games Res. Assoc., (2014)Tisch digital tools supporting board games., , and . FDG, page 196-203. ACM, (2012)Window frames as areas for information visualization., and . NordiCHI, page 247-250. ACM, (2002)Utilizing Gaze Detection to Simulate the Affordances of Paper in the Rapid Serial Visual Presentation Format., , and . Mobile HCI, volume 2411 of Lecture Notes in Computer Science, page 378-382. Springer, (2002)Gameplay Design Patterns for Believable Non-Player Characters., and . DiGRA Conference, Digital Games Research Association, (2007)Privacy and information integrity in wearable computing and ubiquitous computing., and . CHI Extended Abstracts, page 177-178. ACM, (2000)Flow is Not Enough: Understanding the Needs of Advanced Amateur Runners to Design Motivation Technology., , , and . CHI, page 2013-2022. ACM, (2015)