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Power and control of games: children as the actors of game cultures., and . DiGRA Conference, (2003)At Least Nine Ways to Play: Approaching Gamer Mentalities., , and . Games Cult., 6 (4): 327-353 (2011)Living in metamorphosis: proactive computing in the home environment., , and . Interactions, 12 (4): 28-31 (2005)Morphome: a constructive field study of proactive information technology in the home., , , , , , and . Conference on Designing Interactive Systems, page 179-188. ACM, (2006)Goofy Mus, Grumpy Mur and Dirty Muf: Talking Playful Seats with Personalities., , , , and . Advances in Computer Entertainment (Workshops), page 9:1-9:4. ACM, (2014)Social interaction in games., , and . Int. J. Arts Technol., 4 (3): 342-358 (2011)Editors' Introduction to the Special Issue., , and . Trans. Digit. Games Res. Assoc., (2014)A case study in pervasive game design: the songs of north., , , , , and . NordiCHI, page 413-416. ACM, (2004)The Pokémon GO Experience: A Location-Based Augmented Reality Mobile Game Goes Mainstream., , , , , and . CHI, page 2493-2498. ACM, (2017)Living in a zoo: bringing user experiences with technology to life., , and . NordiCHI, page 373-376. ACM, (2004)