ARQuake: the outdoor augmented reality gaming system
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
Personal and Ubiquitous Computing
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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
REXplorer: a mobile, pervasive spell-casting game for tourists
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Equilibrium Theory Revisited: Mutual Gaze and Personal Space in Virtual Environments
Presence: Teleoperators and 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
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
A framework for usability evaluation of mobile mixed reality games
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
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Location-aware augmented reality games provide players with a rich and potentially unlimited range of interaction possibilities. In this paper, a study is described which uses a number of measurement techniques including questionnaires, direct observation, semi-structured interviews and video analysis to measure player's sense of presence. The paper points to the importance of the availability of actions within augmented reality games and how this shapes their sense of presence. The findings indicate that such an approach to measuring presence can provide valuable information on the structure of augmented reality location-aware games.