This chapter examines the relationship between disability, mobile technology and gaming, with a specific focus on the augmented reality mobile game Pokémon Go. Current research and commentary on the experience people with disabilities have of Pokémon Go and other augmented reality mobile games has focused on either inaccessibility (specific for people with mobility impairments) or the opportunity these games provide as a learning tool, specifically for people with intellectual disabilities and autism. This chapter reviews this commentary, arguing the nature of this game -located both within and outside of the mediated format of gamingallows for an extended understanding of access. In particular, utilising the social model of disability (Finklesteinm, 1980), we consider how mobile augmented reality games such as Pokémon Go can reveal exclusions in 'real' urban space. Connecting with research being undertaken at the University of Bologna by Catia Prandi et. al. (2015), we also consider how future mobile games which similarly utilise mapping could be harnessed to facilitate both more accessible gaming opportunities and understandings of accessible urban space.
Making Pokémon GoPokémon Go is globally recognised as the 'killer app' of augmented reality games, essentially meaning that the launch of the game was the moment that augmented reality hit widespread popularity and recognition. However, Niantic, the company that partnered with the Pokémon Company to create Pokémon Go, learned a lot of lessons from their previous game which introduced many of the game mechanics and use of location data that would later be at the heart of Pokemon Go. Niantic's earlier game, Ingress, featured competition between two teams whose play spaces meshed the digital and physical worlds together. Using augmented reality technology, which utilises GPS coordinates on mobile devices (mostly smartphones) to overlay game elements on to existing physical locations, monuments and spaces, Ingress players fought for control of portals which had to be found and visited by teams in the material world in order to be part of that battle (Blasiola, Feng, & Massanari, 2016).Augmented reality play centres on the smartphone as the device which adds the additional layer of meaning, but also, and quite vitally, builds upon the existing layers of a physical place which has its own character, meanings and terrain. The portal sites in Ingress were crowdsourced, insomuch as players within the game suggested each location, and submitted the physical and photographic details, which often meant that sites of cultural and historical significance were the location for portals (Stark, 2016). When Niantic spun off from their parent company Google, the location database developed by Ingress players was one of the company's most important assets, and one which provided the initial map for the entire global Pokémon Go experience.