Reality has always been augmented: Play and the promises of Pokémon GO

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Abstract

This piece provides an explanation to the early success of Pokémon GO. It proposes an argument about how this game exemplifies a computational culture of play. By drawing on philosophy of technology (Floridi, 2013) and game design research (Montola, Stenros, & Waern, 2009), this article argues that the success of Pokémon GO is the result of the development of a play experience and a computational interface for a reality that is already augmented. These interfaces open new possibilities for digital play in public, but they also raise concerns regarding corporate appropriation of public spaces.
OriginalsprogEngelsk
TidsskriftMobile Media & Communication
Vol/bind5
Udgave nummer1
Sider (fra-til)30-33
ISSN2050-1579
DOI
StatusUdgivet - 2016

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