Pokémon Go (2016): A location based game breaks through

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


During the summer of 2016, Pokémon Go was everywhere. It was difficult to go outside without noticing players hunting and catching Pokémon creatures in real-world locations; location-based gaming had become a mainstream activity. Through novel gameplay and unprecedented success, Pokémon Go became one of the biggest and most impactful games of the time. While the game collected praise of its positive impacts on exercising and outdoor activity, the success also caused disruptive behavior, such as players taking over locations from their previous use, trespassing on private properties, or causing danger in traffic. Many of the game’s biggest impacts are of a social nature: it enabled random encounters between strangers, created opportunities to both build new relationships and strengthen existing ones, and increased the feeling of community and belonging. Not all audiences have been included in the same manner, though: the game is not equally accessible or safe to play in all locations or by all groups of people. Despite its shortcomings, Pokémon Go managed to bring gaming to new audiences and increased the acceptability of play and playful behavior in our society – for all ages.
Original languageEnglish
Title of host publicationFifty Key Video Games
EditorsBernard Perron, Kelly Boudreau, Mark J.P. Wolf, Dominic Arsenault
Place of PublicationNew York, NY, USA
Number of pages7
ISBN (Electronic)978-1-003-19920-5
ISBN (Print)978-1-032-05798-9, 978-1-032-05360-8
Publication statusPublished - 2023
Publication typeA3 Book chapter

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