Gamifying place, reimagining publicness: The heterotopic inscriptions of Pokémon Go

This paper 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 a...

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Main Author: WOODS, Orlando
Format: text
Language:English
Published: Institutional Knowledge at Singapore Management University 2020
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Online Access:https://ink.library.smu.edu.sg/soss_research/3119
https://ink.library.smu.edu.sg/context/soss_research/article/4376/viewcontent/gamifying___SV.pdf
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spelling sg-smu-ink.soss_research-43762021-05-18T02:41:13Z Gamifying place, reimagining publicness: The heterotopic inscriptions of Pokémon Go WOODS, Orlando This paper 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 suggest that research continue to explore the gamifying effects of digital technologies on everyday life. 2020-09-01T07:00:00Z text application/pdf https://ink.library.smu.edu.sg/soss_research/3119 info:doi/10.1177/0163443719890528 https://ink.library.smu.edu.sg/context/soss_research/article/4376/viewcontent/gamifying___SV.pdf http://creativecommons.org/licenses/by-nc-nd/4.0/ Research Collection School of Social Sciences eng Institutional Knowledge at Singapore Management University Augmented reality mobile games gamification heterotopia public space Pokémon Go. Communication Technology and New Media Geography
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic Augmented reality mobile games
gamification
heterotopia
public space
Pokémon Go.
Communication Technology and New Media
Geography
spellingShingle Augmented reality mobile games
gamification
heterotopia
public space
Pokémon Go.
Communication Technology and New Media
Geography
WOODS, Orlando
Gamifying place, reimagining publicness: The heterotopic inscriptions of Pokémon Go
description This paper 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 suggest that research continue to explore the gamifying effects of digital technologies on everyday life.
format text
author WOODS, Orlando
author_facet WOODS, Orlando
author_sort WOODS, Orlando
title Gamifying place, reimagining publicness: The heterotopic inscriptions of Pokémon Go
title_short Gamifying place, reimagining publicness: The heterotopic inscriptions of Pokémon Go
title_full Gamifying place, reimagining publicness: The heterotopic inscriptions of Pokémon Go
title_fullStr Gamifying place, reimagining publicness: The heterotopic inscriptions of Pokémon Go
title_full_unstemmed Gamifying place, reimagining publicness: The heterotopic inscriptions of Pokémon Go
title_sort gamifying place, reimagining publicness: the heterotopic inscriptions of pokémon go
publisher Institutional Knowledge at Singapore Management University
publishDate 2020
url https://ink.library.smu.edu.sg/soss_research/3119
https://ink.library.smu.edu.sg/context/soss_research/article/4376/viewcontent/gamifying___SV.pdf
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