Toolglass and magic lenses: the see-through interface
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
ARQuake: the outdoor augmented reality gaming system
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
Matrix: A Realtime Object Identification and Registration Method for Augmented Reality
APCHI '98 Proceedings of the Third Asian Pacific Computer and Human Interaction
Marker Tracking and HMD Calibration for a Video-Based Augmented Reality Conferencing System
IWAR '99 Proceedings of the 2nd IEEE and ACM International Workshop on Augmented Reality
Personal and Ubiquitous Computing
Foot-based mobile interaction with games
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
Face to Face Collaborative AR on Mobile Phones
ISMAR '05 Proceedings of the 4th IEEE/ACM International Symposium on Mixed and Augmented Reality
Capture the Flag: Mixed-Reality Social Gaming with Smart Phones
IEEE Pervasive Computing
Meeting technology challenges of pervasive augmented reality games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A report on the crossmedia game epidemic menace
Computers in Entertainment (CIE) - Interactive entertainment
The place probe: exploring a sense of place in real and virtual environments
Presence: Teleoperators and Virtual Environments - Special issue: 2004 workshop on VR design and evaluation
Equilibrium Theory Revisited: Mutual Gaze and Personal Space in Virtual Environments
Presence: Teleoperators and Virtual Environments
TimeWarp: interactive time travel with a mobile mixed reality game
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Pervasive play, immersion and story: designing interference
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
The magic lens box: simplifying the development of mixed reality games
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Towards massively multi-user augmented reality on handheld devices
PERVASIVE'05 Proceedings of the Third international conference on Pervasive Computing
Design and evaluation of player experience of a location-based mobile game
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Personal and Ubiquitous Computing
Interoperability standards for pervasive games
Proceedings of the 1st International Workshop on Games and Software Engineering
Proceedings of the Designing Interactive Systems Conference
Augmented reality card game based on user-specific information control
Proceedings of the 20th ACM international conference on Multimedia
Mobile augmented reality: exploring content in natural and controlled settings using 3d tracking
Proceedings of the 15th international conference on Human-computer interaction with mobile devices and services
Interaction with services using an augmented reality user interface
Proceedings of the 15th international conference on Human-computer interaction with mobile devices and services
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The growing popularity of augmented reality (AR) games in both a research and more recently commercial context has led for a need to take a closer look at design related issues which impact on player experience. While issues relating to this area have been considered, to date most of the emphasis has been on the technology aspects. Furthermore it is almost always assumed that the augmented reality element in itself will provide a sufficient experience for the player. This has led to a need to evaluate what makes a successful augmented reality game. In this paper we present a set of design guidelines which are drawn from experiences of three mixed reality games. The guidelines provide specific guidance on relationships between real and virtual space, social interaction, use of AR technologies, maintaining consistent themes and implicitly address higher level aspects such as presence within a particular augmented reality place.