“…• Interactive experiences (Benford & Giannachi, 2008;Mitchell & Olsson, 2018;Wouters et al, 2016) • Playful experiences (Arrasvuori et al, 2011;Lucero & Arrasvuori, 2013 • Mixed reality experiences and games (Hinske et al, 2007;Wetzel et al, 2017) • Pervasive games and experiences (Arango-López et al, 2019Benford et al, 2005;Guo et al, 2010;Hinske et al, 2007;Jegers, 2007Jegers, , 2009Magerkurth et al, 2005;Montola, 2005;Nieuwdorp, 2007;Walther, 2005Walther, , 2011Walz & Ballagas, 2007) • Urban games and experiences (Mitchell & Olsson, 2018;Wouters et al, 2016) • Location-based/location-aware games and experiences (Broll & Benford, 2005;Maia et al, 2017;Neustaedter et al, 2013;Walz & Ballagas, 2007) • Ubiquitous games (Chalmers et al, 2005;McGonigal, 2006) • Alternate Reality Experiences (Gutierrez et al, 2011;Hansen et al, 2013;Kourouthanassis et al, 2015) • Shared interactive narratives (Benford & Giannachi, 2008) • Augmented reality experiences (Gutierrez et al, 2011;Kourouthanassis et al, 2015) Walther collects a number of these under the broader genre of pervasive games: incorporating mobile games, location-based games, ubiquitous games, virtual reality games & augmented reality games where each shares the key characteristics of "(1) the explicitness of computational tasks; and (2) the overall importance of physical space" (2005, p. 4). On the other hand, others bring pervasive games and experiences under the umbrella of mixed reality experiences (Hinske et al, 2007;…”