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.
Originalsprog | Engelsk |
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Tidsskrift | Mobile Media & Communication |
Vol/bind | 5 |
Udgave nummer | 1 |
Sider (fra-til) | 30-33 |
ISSN | 2050-1579 |
DOI | |
Status | Udgivet - 2016 |