The augmented reality of Pokémon Go : chronotopes, moral panic, and other complexities
Author(s)
Bibliographic Information
The augmented reality of Pokémon Go : chronotopes, moral panic, and other complexities
Lexington Books, c2019
- : hbk
Available at 8 libraries
  Aomori
  Iwate
  Miyagi
  Akita
  Yamagata
  Fukushima
  Ibaraki
  Tochigi
  Gunma
  Saitama
  Chiba
  Tokyo
  Kanagawa
  Niigata
  Toyama
  Ishikawa
  Fukui
  Yamanashi
  Nagano
  Gifu
  Shizuoka
  Aichi
  Mie
  Shiga
  Kyoto
  Osaka
  Hyogo
  Nara
  Wakayama
  Tottori
  Shimane
  Okayama
  Hiroshima
  Yamaguchi
  Tokushima
  Kagawa
  Ehime
  Kochi
  Fukuoka
  Saga
  Nagasaki
  Kumamoto
  Oita
  Miyazaki
  Kagoshima
  Okinawa
  Korea
  China
  Thailand
  United Kingdom
  Germany
  Switzerland
  France
  Belgium
  Netherlands
  Sweden
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  United States of America
Note
Includes bibliographical references and index
Description and Table of Contents
Description
What happens when a group of people see things that others do not and begin acting accordingly? The Augmented Reality of Pokemon GO: Chronotopes, Moral Panic, and Other Complexities explores this question by examining what happened after Pokemon GO, a smartphone augmented reality game, was released in July, 2016. The game overlaid the world of Pokemon onto the "real" physical world, drawing 30 million players in the first two weeks. Pokemon GO has created new ways of sensing the environment, reading things around us, walking the street, and dwelling in certain areas, i.e., inhabiting the world. Through detailed text analyses of the game and auto-ethnographies of the contributing authors' experiences playing the game analyzed from anthropological perspectives, this volume provides nuanced analyses of this new way of relating to the world: the augmented reality world of Pokemon GO. Each chapter focuses on specific aspects of this new experience of the world: the cosmology of the world of Pokemon and the multifaceted ways we relate to our environment through Pokemon GO; the notion of space and time in Pokemon GO and its interface with that of real world as it guides our actions; the phenomenology of Pokemon GO in urban walking with its complex relationships to public space, "nature" as constructed through modernity, cell phone infrastructure, and urban landscapes where insects, animals, birds, human, history, transportation infrastructure, and trash all intermingle to create its ambiance; and the game's link to the wider social issue as it gets appropriated for "friendly authoritarian" goals of civil society, imposing various ideologies and accruing commercial gains. Through "participant observation" -all contributors have been avid Pokemon GO players themselves-this volume offers snapshots of the Pokemon GO effect from its initial stage as a social phenomenon to Spring 2018.
Table of Contents
Foreword: Pokemonology on the GO by Anne Allison
Introduction: Analyzing the Augmented Reality World of Pokemon GO by Neriko Musha Doerr and Debra J. Occhi
Chapter 1: Pokemon and the Environment by Elle Sentry
Chapter 2: The Politics of Intersecting Landscapes: Chronotopes and Modes of Governmentality of Pokemon GO and the Real World by Neriko Musha Doerr
Chapter 3: Botanizing on the Asphalt: The "Poke-Flaneur" and the Virtual Urban Wildlife of Pokemon GO by Paul Manning
Chapter 4: Social and Affective Implications of Pokemon GO in Japanese Contexts: "Mind your Manners and Have Fun" by Debra J. Occhi
Afterword by Bonnie Nardi
by "Nielsen BookData"