2017
DOI: 10.1007/s10746-017-9450-8
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Phenomenology, Pokémon Go, and Other Augmented Reality Games

Abstract: The aim of this paper is to analyse the effects on the everyday world of actual Augmented Reality games which introduce digital objects in our surroundings from a phenomenological point of view. Augmented Reality is a new technology aiming to merge digital and real objects, and it is becoming pervasively used thanks to the application for mobile devices Pokémon Go by Niantic. We will study this game and other similar applications to shed light on their possible effects on our lives and on our everyday world fr… Show more

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Cited by 40 publications
(20 citation statements)
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“…HPWU is a location-based augmented reality (AR) game [9,11] based on the Harry Potter franchise [46]. The game was co-developed by Niantic and Warner Brothers Games San Francisco [47] on top of Niantic's planet-scale real-world AR platform [48], which provides, for example, a peer reviewed global database of PoIs [49].…”
Section: The Concept and Features Of Harry Potter: Wizards Unitementioning
confidence: 99%
See 1 more Smart Citation
“…HPWU is a location-based augmented reality (AR) game [9,11] based on the Harry Potter franchise [46]. The game was co-developed by Niantic and Warner Brothers Games San Francisco [47] on top of Niantic's planet-scale real-world AR platform [48], which provides, for example, a peer reviewed global database of PoIs [49].…”
Section: The Concept and Features Of Harry Potter: Wizards Unitementioning
confidence: 99%
“…[9,10]) among others. It can be argued that LBGs are automatically AR-games, as they augment a virtual world on top of the paramount reality [11]. Therefore, in this study we simply use the LBG term.…”
Section: Introductionmentioning
confidence: 99%
“…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.…”
Section: Vr Ar and Mr Technologiesmentioning
confidence: 86%
“…Pokémon Go (2016; see also Liberati, 2018) is one of the betterknown instances of AR: you search, through your phone and its camera, the real, actual world for digital, virtual characters which are superimposed and projected into this very same world through your phone. On top of this, I would propose instances that are already quite prevalent outside gaming.…”
Section: Vr Ar and Mr Technologiesmentioning
confidence: 99%
“…Due to the public and communal aspects of the game, Pokémon Go has the potential to have social and physical impacts that extend beyond the game world and the players that engage with it (Liberati, 2018;Mizer & Miracle, 2016). The game's capacity to influence how players occupy space can have consequences on not just the space itself but on others occupying or passing through that space.…”
Section: Data and Analysismentioning
confidence: 99%