Pokemon Go is not just play--the game has had an impact on public spaces, social circles and technology, suggesting new ways of experiencing our world. This collection of new essays explores what Pokemon Go can tell us about how and why we play.
Covering a range of topics from mobile hardware and classroom applications to social conflict and urban planning, the contributors approach Pokemon Go from both practical and theoretical angles, anticipating the impact play will have on our digitally augmented world.
Inhaltsverzeichnis
Table of Contents
Acknowledgments
Introduction-Not Just Play: Spaces of Contention
(Jamie Henthorn, Andrew Kulak, Kristopher Purzycki and Stephanie Vie)
Part One. How We Play
Gaming Across the Years: Gotta Catch 'Em All Together Wendi Sierra and Ginger Burgoon
Playing Alone, Together: Pokémon Go, Public Mobility and Locational Privacy
Ryan S. Eanes and Claire Y. van den Broek
The World's Most Popular Fitness App (Jamie Henthorn)
Augmented Reality Design Through Experience Architecture
(Jill Anne Morris)
Part Two. Why We Play
Rhetorical Augmentation: Public Play, Place and Persuasion
in Pokémon Go (Jason Chew Kit Tham and Deondre Smiles)
To Be the Very Best ... You Gotta Pay: Motivation, Resources
and Monetizing Frustration (Eric Murnane)
Addiction and the Apocalypse: The Pathology of Pokémon Go (Kristen L. Cole and Alexis Pulos)
PokéStories: On Narrative and the Construction of Augmented
Reality (Cody Mejeur)
Part Three. The Impact of Play Raid Pass: Constitutive Capital Flows for Augmented Reality (Peter Schaefer and Margaret Schwartz)
For Anatopistic Places: Pokémon Go vs. Milwaukee County (Kristopher Purzycki )172
A Tale of Two Screens: Space, Ubiquitous Computing and Locative Gaming (Luiz Adolfo Andrade)
Placemaking Across the Digital-Physical Divide: Location-Based Mobile Gameplay as a Relay in the Emergence of Singularities (William Heili, Chen Xu and Nicholas Jon Crane)
About the Contributors
Index