“…This is where, on one extreme, you have "pure reality", namely the perceptual, real world without any mediation through digital screens or similar devices; and on the other side you have "pure virtuality", namely a wholly digital experience where perception has been fully bracketed and blocked out, as is the case when one puts on a VR headset and fully engages with the game or programme. Between these two extremes are mixtures of reality and digital virtuality, which is indeed what many (for instance, Boland & McGill, 2015;Liberati, 2018) refer to as "MR", "mixed reality". In this in-between land, there are two general categories (Boland & McGill, 2015;Chalmers, 2017;Flavián et al, 2019): "augmented virtuality" (AV) is a predominantly digital, virtual environment with a few real, perceptual objects called in and overlain when required (for example, a keyboard while gaming -see Boland & McGill, 2015); and AR is when the opposite occurs, namely an image of the real and perceptual world that, however, also has a few digital and virtual objects projected or integrated into it.…”