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Titlebook: Augmented Reality Games I; Understanding the Po Vladimir Geroimenko Book 2019 Springer Nature Switzerland AG 2019 Computer Games.Augmented

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A Baseline Symbolic Regression Algorithm, as a location-based augmented reality game more broadly. In addition to shedding more light on the . experiences and considering the potential for location-based games to engage players within the physical and social context around them, the findings capture what players found memorable about the massive phenomenon at its peak.
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Pokémon GO Between Incidental Learning and Frame Analysis: It’s the End of the World as We Know Ita PokéStop or to a Gym. Since these moments of knowledge creation are unpredictable, the Incidental Learning methodological approach is taken into consideration, along with Transformative and Ubiquitous Learning.
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Book 2019and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. . In Volume I, the phenomenon of the Pokémon GO game is analysed in theoretical, cultural
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Genetic Programming Theory and Practice XIlayers. It further addresses augmented reality’s potential and current impact in relevant areas such as education and the medical field. The chapter concludes with a discussion of the responsibilities and roles of parents, clinicians, businesses, and regulatory organizations as augmented reality games become increasingly popular.
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Genetic Programming Theory and Practice XIIIt local history, social sciences and humanities during game sessions. Findings suggest that AR could be an inspiring  extension in educational settings, if activities are aligned to the surroundings and learning objectives and outdoor gaming activities are followed up in more traditional classroom sessions.
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