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Pokémon GO and Landscape

First author: Endreß
Year: 2022


Abstract

The Pokémon franchise has enjoyed great popularity since 1996. Since 2016, there has also been a special game version for smartphones, Pokémon GO, which uses augmented reality elements. This is intended to merge the world of the Pokémon even more strongly with the real environment, and thus possibly also the landscape. But how do Pokémon GO and the social constructivist concept of landscape intertwine? What demands and perspectives do players place on the landscape on which they want to play Pokémon GO? What effects does the game have on the players’ behaviour as well as on their interaction with their environment? To answer these and other questions, 89 players were interviewed. Furthermore, a separate field report was prepared regarding the players’ experiences. It was shown that players of Pokémon GO have completely different demands on the landscape than other players. The frequency of AR technology use was also queried. The answers raise doubts about the self-designation as an augmented reality game and rather point to a classification as a location-based game.


Details

Language: English
Country of affiliation: Germany


Published in: The Social Construction of Landscapes in Games
Publication type: Book chapter


Source: https://doi.org/10.1007/978-3-658-35403-9_18


Games

No Results

Franchises

No Results



Studies

Description: Questionnaire to assess motivations to play, and its effect on movement patterns

Research type: Non-experimental
Data type: Quantitative


Comparator: none
Control group: no
Pilot study: no
Pre/post measures used: no
Follow-up: no


Sample type: Players
Sample size: 89
Power analysis: no
Sample countries: Germany


Games studied: Pokémon GO


Franchises studied: Pokémon (F)


Study outcomes: Perception, Gameplay experience, Engaging with nature