L. Valente, E. Clua, R. Silva, A. Feijó, and B. , Live-action virtual reality games, 2015.

A. R. Silva, E. Clua, L. Valente, and B. Feijó, An Indoor Navigation System for Live-Action Virtual Reality Games, 2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), pp.84-93, 2015.
DOI : 10.1109/SBGames.2015.29

P. Milgram and H. Colquhoun-jr, A taxonomy of real and virtual world display integration Mixed Reality, pp.1-26, 1999.

B. Walther, Notes on the Methodology of Pervasive Gaming, Entertainment Computing -ICEC 2005, pp.488-495, 2005.
DOI : 10.1007/978-0-387-35611-2_9

B. Guo, D. Zhang, and M. Imai, Toward a cooperative programming framework for context-aware applications, Personal and Ubiquitous Computing, vol.3, issue.4, pp.221-233, 2010.
DOI : 10.1109/MPRV.2004.19

URL : https://hal.archives-ouvertes.fr/hal-00673025

K. J. Nevelsteen, A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games, 2015.
DOI : 10.1007/978-3-319-17632-1

L. Valente, B. Feijó, J. C. Leite, and P. Do, Mapping quality requirements for pervasive mobile games. Requirements Eng, pp.1-29, 2015.
DOI : 10.1007/s00766-015-0238-y

F. Steinicke, T. Ropinski, G. Bruder, and K. Hinrichs, The holodeck construction manual, ACM SIGGRAPH 2008 posters on, SIGGRAPH '08, pp.1-97, 2008.
DOI : 10.1145/1400885.1400988

URL : http://viscg.uni-muenster.de/publications/2008/SBRH08a/holodek_long.pdf

G. Bruder, F. Steinicke, D. Valkov, and K. Hinrichs, Augmented virtual studio for architectural exploration, Proc. of Virtual Reality International Conference, pp.43-50, 2010.
DOI : 10.1109/3dui.2010.5444705

URL : http://viscg.uni-muenster.de/publications/2010/BSVH10/3dui10.pdf

P. Paul, O. Fleig, and P. Jannin, Augmented virtuality based on stereoscopic reconstruction in multimodal image-guided neurosurgery: methods and performance evaluation, IEEE Transactions on Medical Imaging, vol.24, issue.11, pp.1500-1511, 2005.
DOI : 10.1109/TMI.2005.857029

URL : https://hal.archives-ouvertes.fr/inserm-00136469

S. Kim, Y. Lee, and W. Woo, How to Realize Ubiquitous VR? In: Pervasive: TSI Workshop, pp.493-504, 2006.

A. K. Dey, Understanding and Using Context. Personal and Ubiquitous Computing, pp.4-7, 2001.
DOI : 10.1007/s007790170019

URL : http://www.cc.gatech.edu/fce/ctk/pubs/PeTe5-1.ps.gz

M. V. Sanchez-vives and M. Slater, Opinion: From presence to consciousness through virtual reality, Nature Reviews Neuroscience, vol.9, issue.4, pp.332-339, 2005.
DOI : 10.1038/35101601

M. Wolbert, A. E. Ali, and F. Nack, CountMeIn, Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, ACE '14, pp.1-5, 2014.
DOI : 10.1162/105474603322761261

M. Madary and T. K. Metzinger, Real Virtuality: A Code of Ethical Conduct. Recommendations for Good Scientific Practice and the Consumers of VR-Technology, Front. Robot. AI, vol.3, 2016.

F. Steinicke, G. Bruder, J. Jerald, H. Frenz, and M. Lappe, Estimation of Detection Thresholds for Redirected Walking Techniques, IEEE Transactions on Visualization and Computer Graphics, vol.16, issue.1, pp.17-27, 2010.
DOI : 10.1109/TVCG.2009.62

H. Ishii and B. Ullmer, Tangible bits, Proceedings of the SIGCHI conference on Human factors in computing systems , CHI '97, pp.234-241, 1997.
DOI : 10.1145/258549.258715

Y. Rogers and H. Muller, A framework for designing sensor-based interactions to promote exploration and reflection in play, International Journal of Human-Computer Studies, vol.64, issue.1, pp.1-14, 2006.
DOI : 10.1016/j.ijhcs.2005.05.004

E. Nieuwdorp, discourse, Computers in Entertainment, vol.5, issue.2, p.13, 2007.
DOI : 10.1145/1279540.1279553