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The playeur and Pokémon Go: Examining the effects of locative play on spatiality and sociability / Leighton Evans, Michael Saker

Mobile Media & Communication, Start page: 205015791879886

Swansea University Author: Leighton Evans

Abstract

Pokémon Go is a hugely popular hybrid reality game (HRG) that enables players to occupy a space that is simultaneously physical and digital. The general aim of Pokémon Go is to discover and then capture Pokémon. This article reports on an original research project designed to explore the impact of P...

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Published in: Mobile Media & Communication
ISSN: 2050-1579 2050-1587
Published: SAGE 2018
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URI: https://cronfa.swan.ac.uk/Record/cronfa43486
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first_indexed 2018-08-15T12:57:33Z
last_indexed 2019-08-15T21:09:19Z
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spelling 2019-08-15T13:51:54.7887590 v2 43486 2018-08-15 The playeur and Pokémon Go: Examining the effects of locative play on spatiality and sociability cc05810f3465ddddd6814e131f4e9a79 0000-0002-6875-6301 Leighton Evans Leighton Evans true false 2018-08-15 AMED Pokémon Go is a hugely popular hybrid reality game (HRG) that enables players to occupy a space that is simultaneously physical and digital. The general aim of Pokémon Go is to discover and then capture Pokémon. This article reports on an original research project designed to explore the impact of Pokémon Go on spatiality and sociability. The project was conducted between May 2017 and July 2017, using an online survey which received 375 responses from users of Pokémon Go geographically spread across the globe. Drawing on the concept of the ‘playeur’ as an established approach to understanding the effects of locative play on spatiality and sociability, this research follows three lines of enquiry. First, the research examines whether the intermingling of play and ordinary life might encourage players to spend more time outside in public spaces, and how this mode of play is experienced. Second, the research explores whether the game mechanics of Pokémon Go might lead players to traverse their environment using modified routes, as well as frequent new places. Third, the research examines whether the praxis of Pokémon Go might enable new forms of sociability to emerge that extend beyond earlier HRGs. Journal Article Mobile Media & Communication 205015791879886 SAGE 2050-1579 2050-1587 flâneur, hybrid reality games (HRG), location-based social networking sites (LBSN), Locative media, Pokémon Go, spatial practices 31 10 2018 2018-10-31 10.1177/2050157918798866 https://doi.org/10.1177/2050157918798866 COLLEGE NANME Media COLLEGE CODE AMED Swansea University 2019-08-15T13:51:54.7887590 2018-08-15T11:07:33.1135275 College of Arts and Humanities Media and Communication Studies Leighton Evans 0000-0002-6875-6301 1 Michael Saker 2 0043486-08112018120917.pdf 43486.pdf 2018-11-08T12:09:17.5800000 Output 257461 application/pdf Accepted Manuscript true 2018-11-07T00:00:00.0000000 true eng
title The playeur and Pokémon Go: Examining the effects of locative play on spatiality and sociability
spellingShingle The playeur and Pokémon Go: Examining the effects of locative play on spatiality and sociability
Leighton, Evans
title_short The playeur and Pokémon Go: Examining the effects of locative play on spatiality and sociability
title_full The playeur and Pokémon Go: Examining the effects of locative play on spatiality and sociability
title_fullStr The playeur and Pokémon Go: Examining the effects of locative play on spatiality and sociability
title_full_unstemmed The playeur and Pokémon Go: Examining the effects of locative play on spatiality and sociability
title_sort The playeur and Pokémon Go: Examining the effects of locative play on spatiality and sociability
author_id_str_mv cc05810f3465ddddd6814e131f4e9a79
author_id_fullname_str_mv cc05810f3465ddddd6814e131f4e9a79_***_Leighton, Evans
author Leighton, Evans
author2 Leighton Evans
Michael Saker
format Journal article
container_title Mobile Media & Communication
container_start_page 205015791879886
publishDate 2018
institution Swansea University
issn 2050-1579
2050-1587
doi_str_mv 10.1177/2050157918798866
publisher SAGE
college_str College of Arts and Humanities
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hierarchy_parent_id collegeofartsandhumanities
hierarchy_parent_title College of Arts and Humanities
department_str Media and Communication Studies{{{_:::_}}}College of Arts and Humanities{{{_:::_}}}Media and Communication Studies
url https://doi.org/10.1177/2050157918798866
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description Pokémon Go is a hugely popular hybrid reality game (HRG) that enables players to occupy a space that is simultaneously physical and digital. The general aim of Pokémon Go is to discover and then capture Pokémon. This article reports on an original research project designed to explore the impact of Pokémon Go on spatiality and sociability. The project was conducted between May 2017 and July 2017, using an online survey which received 375 responses from users of Pokémon Go geographically spread across the globe. Drawing on the concept of the ‘playeur’ as an established approach to understanding the effects of locative play on spatiality and sociability, this research follows three lines of enquiry. First, the research examines whether the intermingling of play and ordinary life might encourage players to spend more time outside in public spaces, and how this mode of play is experienced. Second, the research explores whether the game mechanics of Pokémon Go might lead players to traverse their environment using modified routes, as well as frequent new places. Third, the research examines whether the praxis of Pokémon Go might enable new forms of sociability to emerge that extend beyond earlier HRGs.
published_date 2018-10-31T04:04:46Z
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