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2018
DOI: 10.1177/2050157918798866
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The playeur and Pokémon Go: Examining the effects of locative play on spatiality and sociability

Abstract: Pokémon Go is a hugely popular hybrid reality game (HRG) that enables players to occupy a space that is simultaneously physical and digital. The general aim of Pokémon Go is to discover and then capture Pokémon. This article reports on an original research project designed to explore the impact of Pokémon Go on spatiality and sociability. The project was conducted between May 2017 and July 2017, using an online survey which received 375 responses from users of Pokémon Go geographically spread across the globe.… Show more

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Cited by 28 publications
(21 citation statements)
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“…In Pokémon GO, the observable activities and the crowds are often concentrated around locations called Gyms, Pokestops or the spawn locations of the Pokémon, which are all situated outdoors or public indoor spaces (Ishii et al 2016;Wang et al 2018). Players also tend to explore more outside their usual daily routes (Evans and Saker 2018). However, these game-specific locations can be accessed from indoors when they are close enough, and Pokémon can be lured to one's person using a digital item called incense.…”
Section: Playful Urban Space Where?mentioning
confidence: 99%
“…In Pokémon GO, the observable activities and the crowds are often concentrated around locations called Gyms, Pokestops or the spawn locations of the Pokémon, which are all situated outdoors or public indoor spaces (Ishii et al 2016;Wang et al 2018). Players also tend to explore more outside their usual daily routes (Evans and Saker 2018). However, these game-specific locations can be accessed from indoors when they are close enough, and Pokémon can be lured to one's person using a digital item called incense.…”
Section: Playful Urban Space Where?mentioning
confidence: 99%
“…Mobility, as a new paradigm in urban planning, geography and the social sciences more generally (Sheller & Urry, 2006), looks at how players of such games change their patterns of movement and practice of travel in urban space by interacting with the game. The effect of LBMGs on movement and mobility have also been discussed in the context of Pokémon Go (Evans & Saker, 2019;Gong, Hassink, & Maus, 2017).…”
Section: Hybrid Reality Games and The Citymentioning
confidence: 99%
“…Scholarly work on Pokémon Go aligns with media discourse, generally concentrating on player motivations (see Zsila and Orosz, 2019; Alha et al, 2019), and the links between motivations, gameplay, and behavioral change (Kari et al, 2017), particularly in terms of health outcomes (Yang and Liu, 2017). Findings include positive correlations between play and physical activity (Althoff et al, 2016), increased social engagement in terms of forming new ties and strengthening existing ones (Vella et al, 2019), and accounts of how the mobilized intermingling of play and ordinary life leads to healthier bodies and social interactions (Evans and Saker, 2019). Hjorth and Richardson’s (2017) collection of short commentaries balances the pro-social and generative affordances of AR gameplay with a number of critical interventions, including how players use mobile interfaces to avoid social interaction (Humphreys, 2017); the corporate appropriation of public space (Sicart, 2017), surveillance and asymmetric visibility between players and Niantic (de Souza e Silva, 2017), and locative inequalities in physical space (Salen Tekinbaş, 2017).…”
Section: Introductionmentioning
confidence: 99%