Free to Roam? Pokémon GO and Childhood Anxieties

Bronwin Patrickson

Research output: Chapter in Book/Report/Conference proceedingChapterpeer-review

Abstract

The extraordinary popularity of the augmented reality mobile game Pokémon Go, fuelled widespread concerns about locative media play. Whilst media coverage helped to alert players to the potential risks of locative media game-play, the controversies also seemed to guarantee the game’s notoriety. Concerns regarding the commercial motives behind this equally creative media franchise have always been complex. In this chapter I reflect critically upon Hiroki Azuma’s argument that Japan’s intensely devoted media fans are vanguards of a future mainstream, postmodern consumer. Nevertheless, in an era of networked and playful media, meaning is emerging in different ways. Similarly, I would argue that the safety, or otherwise of locative media, is an equally complex adjustment that involves not only game designers, but also the players themselves, as much as the rules that govern behaviour in public places.

Original languageEnglish
Title of host publicationDiscourses of Anxiety over Childhood and Youth across Cultures
EditorsLiza Tsaliki, Despina Chronaki
Place of PublicationCham, Switzerland
PublisherSpringer International Publishing
Chapter8
Pages167-201
Number of pages35
ISBN (Electronic)9783030464363
ISBN (Print)9783030464356
DOIs
Publication statusPublished - 2020
Externally publishedYes

Keywords

  • augmented reality mobile gaming
  • Pokemon GO
  • Childhood anxiety

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