Abstract
Pokémon Go is a mobile, augmented reality (AR) version of the Pokémon mobile trading games (originally played on portable Nintendo Gameboy controllers), which have been popular since the late 1990s. Drawing upon its fan base, Pokémon Go became a viral hit worldwide within weeks of its release in the summer of 2016. The game challenges players to go outside and walk around to hunt, catch and battle cute, virtual Pokémon creatures linked to real world locations. Often, people play socially, walking around with friends and family to discover where in the world their phone vibrates, which signals a potential Pokémon catch. The locations of Pokémon creatures change over time as the virtual critters generally swap between in-game locations. Some will always be found at certain types of places, like near water, or during particular times of day. Rare Pokémon may only be linked temporarily to new locations or one-time-only events.When that happens, player groups can quickly grow in to crowds. Players can also get new Pokémon through hatching virtual eggs, which requires movement, such as a spin around a Pokéstop, for example. Pokéstops are special areas that offer extra rewards whenever players go there, such as additional in game items like virtual eggs, as well as extra Pokéballs, virtual treats to help catch Pokémon and healing potions.When eggs are discovered at these locations, they are placed in a virtual incubator and players have to walk a set distance to hatch them. The main aim of the game is to ‘catch them all’ (a Pokémon game slogan), in other words to have the most powerful Pokémon and fill your Pokédex, a logbook of all the Pokémon in the game.
Original language | English |
---|---|
Title of host publication | Learning, Education and Games |
Subtitle of host publication | 100 games to use in the classroom and beyond |
Editors | Karen Schrier |
Place of Publication | Pittsburgh, PA |
Publisher | Carnegie Mellon University: ETC Press |
Pages | 314-320 |
Number of pages | 7 |
Volume | 3 |
ISBN (Electronic) | 978-0-359-98408-4 |
ISBN (Print) | 978-0-359-98401-5 |
Publication status | Published - 2019 |
Externally published | Yes |
Keywords
- Educational games
- Pokemon GO