2017
DOI: 10.1177/2050157916680015
|View full text |Cite|
|
Sign up to set email alerts
|

Pokémon GO: Mobile media play, place-making, and the digital wayfarer

Abstract: This special commentary for Mobile Media & Communication seeks to put these divisive debates in context. Through the lens of Pokémon GO, we can understand and critically interpret a variety of issues involved in the politics and practice of playful mobile media. These issues move across debates around location-aware technologies in constructions of privacy (Coldewey, 2016;Cunningham, 2016), risk and surveillance (Machkovech, 2016;Mishra, 2016) to the role of mobile media in commodifying (Evangelho, 2016) and e… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
69
0

Year Published

2017
2017
2022
2022

Publication Types

Select...
5
2
1

Relationship

0
8

Authors

Journals

citations
Cited by 84 publications
(69 citation statements)
references
References 41 publications
0
69
0
Order By: Relevance
“…Ethnographic method is a qualitative method applied to determine human behavior's causality in a cultural aspect; by observing a community, it allows creating a portrayal on that community. The ethnographic method is an inductive method and requires observation of the space in which social relations occurs (Angrosino, 2008, s. [5][6][7][8][9][10][11][12][13][14][15][16][17][18].…”
Section: Ethnographic Research Methods and Data Collectionmentioning
confidence: 99%
See 2 more Smart Citations
“…Ethnographic method is a qualitative method applied to determine human behavior's causality in a cultural aspect; by observing a community, it allows creating a portrayal on that community. The ethnographic method is an inductive method and requires observation of the space in which social relations occurs (Angrosino, 2008, s. [5][6][7][8][9][10][11][12][13][14][15][16][17][18].…”
Section: Ethnographic Research Methods and Data Collectionmentioning
confidence: 99%
“…Pokémon Go is developed as a result of collaboration between Niantic and Nintendo. Pokémon Go has brought together decades of mobile media, locative arts, gaming, and Japanese culture (Hjorth & Richardson, 2017). The game combines mobile location technology and augmented reality with Pokémon narrative; it utilizes the player's mobile device's GPS ability to locate, capture, battle and train virtual creatures, called Pokémon, which appear on the screen as if they were at the same real-world location as the player.…”
Section: Pokémon Gomentioning
confidence: 99%
See 1 more Smart Citation
“…It uses GPS combined with Google Maps to give people an AR experience where they find and collect virtual creatures [17] [18] [19] . This shows how a location based project can make us engage more with our environments [20] [21].…”
Section: Introductionmentioning
confidence: 99%
“…Pokémon Go was one of the most popular apps of 2016 worldwide and by February 2017 its number of downloads amounted to 650 million, which makes it one of the youth leisure practices of greatest global impact in the last years. The hybrid nature of the game, consisting of the superimposition of physical and digital environments, allows the player to enjoy a specific experience of urban space: by adding digital elements, trivial and familiar locations become meaningful game loci, scenes of a ludic adventure through the city (Hjorth y Richardson, 2017). This combination of familiarity and excitement has a powerful effect on the players, many of whom change their daily routines because of the game, engaging in behaviour easily ridiculed by the media.…”
mentioning
confidence: 99%