Part I: Augmented reality games in education
Educational augmented reality games
New horizons for digital youth: Augmented reality and the gamification of elementary and secondary education
A new key competence: Teachers' methodological knowledge of augmented reality and its gaming potential
Augmented imagination: Creating immersive and playful reading experiences
Learning to build a Doric temple: The augmentation of knowledge through AR gamification
Explorations in mixed reality with learning and teaching frameworks: Lessons from Ludus and the Vulcan academy
Novel teaching methods in the classroom: The use of augmented reality games
Part II: Augmented reality games in medicine and healthcare
The unexplored potential of playful ambient projection-based AR to improve well-being
Augmented reality games for health promotion in old age
The healing App: Augmented reality and art for pediatric patients with chronic pain
From boring to engaging: Using gamification to transform dental education and practice
The gamification of physical education using augmented reality technology
Part III: Augmented reality games in art
The gamification of augmented reality art
Unintended consequence: Pervasive games and public art
Defacing the 'Balloon Dog': Art, algorithmic culture and augmented reality
Circumpolar gamifications in the age of global warming: Ice levels, anxiety and the Anthropocene
Augmented reality gaming in public space: Dealing with non-player characters or having a shared experience?- Concluding remarks.