Gamifying place, reimagining publicness
The heterotopic inscriptions of Pokémon Go
Bibliographic Data
| ID | 11268638 |
|---|---|
| Authors | Orlando Woods (0000-0001-9218-1264, Singapore Management University, Singapore, corresponding author) |
| Year | 2020 |
| Volume | 42 |
| Issue | 6 |
| Pages | 1003-1018 |
| Publication date | 2020-09-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Media Culture & Society (JOURNAL) |
| Journal identifiers | ISSN: 0163-4437 • E-ISSN: 1460-3675 |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1177/0163443719890528 |
| OpenAlex | W2998374665 |
| Language | EN |
| Citations received | 19 |
| References cited | 33 |
This article explores the transformative effects of augmented reality mobile games on society and space. By layering playfulness onto public space through a digital interface, augmented reality mobile games create a pervasive sense of play that can be accessed by players potentially anywhere, and at any time. Games like these can therefore be understood as heterotopic inscriptions on otherwise mundane environments. Since being released in 2016, Pokémon Go has become one of the most popular augmented reality games in the world. It gamifies place by embedding digital objects within public spaces; in doing so, it can bring about a reimagination of publicness by incentivising players to engage with places – and with each other – in ways that are structured by the competitive logics of play. Through an empirical examination of the playing of Pokémon Go in Singapore, I consider how the game gives rise to new modalities of emplaced meaning, new ways of navigating the city and increasingly public performances of private play. To conclude, I argue that research should continue to explore the gamifying effects of digital technologies on everyday life
Aesthetics · Art · Augmented reality · Epistemology · Everyday life · Game studies · Human–computer interaction · Internet privacy · Meaning (existential · Media studies · Reality television · Sociology · Transformative learning · Augmented Reality Applications · Computer Science · Digital Games and Media · Philosophy · Spatial and Cultural Studies
Experiencing the unfamiliar through mobile gameplay
Hybrid Space revisited
Nothing Stays the Same
Applications, Approaches, and Ethics of the Extended Reality in Urban Design and Planning
Methodological Reflections on Capturing Augmented Space
The Economy of Time, the Rationalisation of Resources
Feminist geographies of online gaming
Pay to play? Subverting the digital economy of Pokémon Go in the smart city
The territoriality of teams
Forging a more masculine self online
The emergent potential of mundane media
Enhanced Community Through Augmented Reality
Clashing cyphers, contagious content
The digital void of voluntourism
Art rocks
Coextensive space
"Doing it for the 'gram"? The representational politics of popular humanitarianism
The experiential value of gambling in f2p gamespaces
Musical orientation in virtual space
Heterotopia and the City
The Ludic City
Heterotopia in a postcivil society
Gaming in Social, Locative, and Mobile Media
What does Pokémon Go teach us about geography
Turning life into a game
Pokémon GO
Playful spaces? a social geography of children's play in Livingston, Scotland
Playing and affective time-spaces
Probing with Pokémon
Geographies of public space
Digital turn, digital geographies
Everyday life and locative play
The politics of things’
Playing on the digital commons
Domestication by Cappuccino or a Revenge on Urban Space? Control and Empowerment in the Management of Public Spaces
Agency and governance
The New Public Sphere
Homo ludens
The Geographies of Heterotopia
Ludic geographies
Mobilising Dissent in a Digital Age
More-than-human playful politics in young people's practices of dwelling with the city
Worlds of Affect
The digital subversion of urban space
Foucault's Heterotopia and Children's Everyday Lives
The Erosion of Public Space and the Public Realm
| Unique citing works | 19 |
|---|---|
| Citations per year | 3,17 |
| Citation span | 2020 - 2025 (6) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 18 |