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Magic moments in situated mediascapes., , , and . Advances in Computer Entertainment Technology, page 290-293. ACM, (2005)Schminky: The design of a café based digital experience., , , and . Personal and Ubiquitous Computing, 7 (3-4): 197-202 (2003)Creating Experiences with Wearable Computing., , and . IEEE Pervasive Computing, 1 (4): 56-61 (2002)Design for coincidence: incorporating real world artifacts in location based games.. DIMEA, volume 349 of ACM International Conference Proceeding Series, page 18-25. ACM, (2008)Parallel worlds: immersion in location-based experiences., , , , and . CHI Extended Abstracts, page 1733-1736. ACM, (2005)Life on the edge: supporting collaboration in location-based experiences., , , , , , , and . CHI, page 721-730. ACM, (2005)A research process for designing ubiquitous social experiences., , , and . NordiCHI, page 86-95. ACM, (2006)Interdisciplinary criticism: analysing the experience of riot! a location-sensitive digital narrative., , , and . Behav. Inf. Technol., 25 (2): 127-139 (2006)Savannah: mobile gaming and learning?, , , , , and . J. Comput. Assist. Learn., 20 (6): 399-409 (2004)Location aware interactive applications., , , and . SIGGRAPH Sketches, page 19. ACM, (2005)