Playful and Playable Locations: Rethinking Pokémon GO and Ingress
1. The University of Sydney Page 1
Playful and Playable
Locations
Rethinking Pokémon GO
and Ingress
Kyle Moore
PhD Candidate, Department of Media and
Communications
Twitter: @kylejmoore
3. The University of Sydney Page 3
User Engagement Over Time
Source: Kawa and Katz (2016)
4. The University of Sydney Page 4
Foundations of Location-Based Gaming
– Older games involved
checking in or broadcasting
of location
– Mobile interface, and using
material environment as the
site of play
– ‘Pervasive Game’ as
dominant early discourse
– ‘Blurring’ of boundaries
between play and non-play
– Smartphones with GPS and
location-aware capabilities
changes landscape
– Introduction of ‘augmented
reality’ in last few years
5. The University of Sydney Page 5
Informed by On Going Doctoral Research
– Doctoral research, an
ethnography of Sydney-
based Ingress players
– Ingress, also developed by
Niantic Labs, while still a
subsidiary of Google
– Team-based
Resistance vs Enlightened
– Research explores the
sociocultural and material
circumstance underscoring
urban play
6. The University of Sydney Page 6
‘Situated Play’
– The notion that all play is
underscored by socio-cultural
and material circumstance
– Draws from HCI ‘situated
actions’ (Suchman, 1987; 2007)
– ‘Situated Gaming’
– Yates and Littleton (1999);
gaming within ‘cultural
niches’
– Apperley (2010); tensions
between local and global
and embodied players within
this space
– See also Chess (2014) for
Ingress as regional and
global
7. The University of Sydney Page 7
Location, Location,
Location
Representing, Interacting, and Playing
with Location,
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Representing Location: Portals and Pokestops
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Capturing Location Vs Capturing Pokémon
– Each game presents a
different mode of engaging
with ‘location’
– Based around ‘capture’
– To capture and link
locations vs capturing
Pokémon
– Pokémon location based on
‘biomes’ – location is
variable, software-sorted,
and subject to updates
– Portal locations user-
generated submissions
approved via submission
criteria and process
11. The University of Sydney Page 11
Software-Sorting Location
– Ingress Portals are user
generated – roughly 3,500
in Sydney and 200 on
Sydney University alone
– Data set of Portals subject
to algorithmic filtering based
on interaction and use
– Filtered Portal data base
becomes PokéStops and
Gym Locations
– Each hold specific value in
regards to resource
management and extraction
– See Graham (2005) for
software-sorting
12. The University of Sydney Page 12
Portals and PokéStops: Location as Resource
Management
– Portals and PokéStops act primarily
as a mode of resource extraction
– ‘Spin’ PokéStops to gain items
Pokémon Go
– ‘Hack’ Portals to gain items in
Ingress
– Locations gain in-game value based
on these elements – strategic and
sociocultural value is not fixed, and
subject to ongoing negotiations
13. The University of Sydney Page 13
Pokémon Gyms and PokéCoins
– Gyms and portals can be
‘captured’ – ownership
alters value of location
– Subject to change e.g.
team based territories
which become implicated
in larger social gaming
practices
– Gyms as a form of in-
game revenue – can gain
one PokéCoin per
Pokémon present at gym
once per day.
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Producing Location
Immaterial Labour of Ingress impacting
how we understand Pokemon Go and
value of location
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Crowdsourcing Portals
– With PokéStops as algorithmically filtered
Ingress Portals – the production of Portals
becomes important to understand Pokémon Go
– Portals are submitted via users – confirm
location, submit photo
– Portal criteria from Niantic Labs:
– A Location with a cool story, a place in history
of educational value
– A cool piece of art of unique architecture
– A Hidden gem or hyper-local spot
– Public libraries
– Public places of worship
– Cartographic practices of users are a form of
immaterial labour, mapping for Google and
Niantic
– Data sets of locations as valuable – as evident
by the release of Pokémon Go
16. The University of Sydney Page 16
‘Cultural Heritage’ and Location
– Criteria of Portals works towards an idea of ‘cultural
heritage’
– Location-based gaming grounded in a perceived
authorship of what constitutes as culture
– Sites of historic or cultural importance become
legitimised and further valued via process of
incorporation into game
– Portal criteria and user submission present a form of
crowdsourced knowledge regarding ‘culture’ of location
– E.g. University of Sydney portal images portray a history
and focus on educational function of buildings
– Portraying specific functionality and tensions between
use of location
18. The University of Sydney Page 18
Contested Histories
– Alternative histories and forms of cultural heritage may
be told via street art (Moore, 2015a; Stark, 2016).
– Sites of contentious history, subject to colonisation,
preference specific landmarks and ignore traditional
landowners,
– e.g. Monuments to traditional landowners at Opera
House ignored, as are indigenous street art in favour of
game-focused murals in Glebe
– In game locations are not valuable as in game and
playable objects, but present a playful mode of engaging
with a cultural heritage.
– To read these locations critically, as produced via
immaterial labour is to challenge further legitimising
specific modes of reading place
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Curating and Editing Location
– With the success of Pokémon Go, there
is more chances to ‘edit’ the
representation of these locations
– Photo comps around recent global event,
Anomaly
– Removing PokéStops from Sydney parks
based on council and resident co-
operation and contacting Niantic
– There are implications here for who
‘owns’ and manages these spaces then
– ‘Public’ spaces digital overlays owned
and operated by proprietary companies
20. The University of Sydney Page 20
Labour and Leisure
– To play Ingress and
Pokemon Go is to engage
with forms of play as a
mode of labour (playbour)
– Early communities as
‘valuable’ in re-thinking
modes of engaging with the
urban, foundation for further
re-reading of city spaces
– As such, we need to think
critically about who has the
time and means to engage
in such practices
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The Politics of Public
Play
Play can no longer be thought of
frivolous, outside the everyday, but rather
as tied up with the politics of everyday
public space
22. The University of Sydney Page 22
Everyday Mobility
– Moving through public
space – safety as a concern
– Those who are able to
move freely – fluid work
schedules
– Those who work in ‘portal
dense’ areas – regular meet
ups in CBD areas
– Built environment density,
access to transport, etc all
contribute to uneven power
distributions within
community
– Being critical of ‘the urban’
in urban play
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Survey of Player Demographics
Winegarner (2015) surveyed 1,250
Ingress players via Facebook, G+,
in game communication, and
regional/local hangouts
24. The University of Sydney Page 24
Everyday Locations and Routines
– No specific ‘marginalisation’
occurred during fieldwork
– ‘Outside’ life, e.g. everyday
social and domestic
responsibilities come into
play
– Portals at playgrounds –
intersection of children’s
free play and parents desire
to play Ingress
– ‘Walkies’ missions to
incorporate daily routine of
dog walking in to play
25. The University of Sydney Page 25
‘Walkies’ Missions in inner west
Socio-Cultural Functions of Location
– In performing everyday
routines alongside play, in-
game locations take on and
reflect broader socio-
cultural functions of space
and place
– Parks as place of public
leisure, for child and also
animal play – mapped to
become grounds for digital
play
– Function of parks based on
broader socio-economic
boundaries of ‘suburbs’
26. The University of Sydney Page 26
Socio-Cultural Functions of Location
– Suburbs, regions, and modes of
engaging with structures
surrounding place and space
– E.g. CBD lunch time gatherings
as reflection of greater mobility
and built environment density
– Inner suburbs leisure revolving
around access to adequate
transport
– Outer suburbs spread,
inaccessible, located in
traditional spaces of play e.g.
parks
27. The University of Sydney Page 27
Examining Clusters
– Clusters of portals often
submitted around socio-
cultural points of meeting
– Cafes, bars as primary sites
of gathering
– With Ingress – focus on
stillness and staying in one
location
– With Pokémon Go – focus
on proximity to Stops, but
fluid to engage with variable
location of hidden Pokémon
28. The University of Sydney Page 28
Problems of ‘Clusters’
– Broader implications of
‘leisure’ and space – a park
is for play – but mobile
mediated play – to the
extent it has been enacted
becomes problematic
– Modes of engaging with
public space – sitting still vs
wandering around
– Public space vs commercial
space of the game –
tensions emerge around
appropriate use and
function of space made
visible by excess use
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Farms, Fracks, and Lures
– Clusters also have specific
economic functions
– Resource management intersects
with socio-cultural functions of
space
– Attention has been given to in-app
purchasing for Pokémon Go
– Lures: lure Pokémon to location
– Fracks: multiplies resources
extracted
– Farms: social gathering with
purpose of resource extraction and
trade
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Pay to Play, Pay to Stay
– Farms – specific socio-
economic practice dealing with
everyday routines and functions
of space – e.g. in CBD for city
workers
– Fracks and lures, in application
purchases
– Rather than moving through
space, exchange of currency for
resources and ability to ‘sit still’
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Conclusion: Playful and Playable Locations
– Locations are simultaneously playful and playable
– Playful, in the sense that they we playfully engage with
locations – location as linked to fluid construction of
space and place – it is ‘at play’ and fluid
– Playable, in that they become encoded into the game
process, becoming objects of socio-economic function
towards the game’s goal
– Playful and playable are subject to broader socio-cultural
and material circumstance that constitute ‘the urban’
– However, our incorporation via play, as a practice,
results in new means of understanding the urban and the
conditions that produce it.
33. The University of Sydney Page 33
References
– Apperley, T. (2010). Gaming Rhythms: Play and Counterplay from the Situated to the Global. Amsterdam: Institute
of network cultures.
– Chess, S. (2014). Augmented regionalism: Ingress as geomediated gaming narrative. Information, Communication
& Society, 17(9), 1105–1117.
– Graham, S. D. N. (2005). Software-sorted geographies. Progress in Human Geography, 29(5), 562–580.
– Katz, L., & Kawa, L. (2016, August 22). The three charts that show that Pokemon Go is in decline. Retrieved
October 14, 2016, from http://www.smh.com.au/business/world-business/pokemon-go-is-in-decline--these-charts-
tell-the-story-20160822-gqyo61.html
– Moore, K. (2015a). Painting the Town Blue and Green: Curating Street Art through Urban Mobile Gaming. M/C
Journal, 18(4). Retrieved from http://journal.media-culture.org.au/index.php/mcjournal/article/view/1010
– Moore, K. (2015b). Playing With Portals: Rethinking Urban Play with Ingress. Analog Game Studies, 2(7).
Retrieved from http://analoggamestudies.org/2015/11/playing-with-portals-rethinking-urban-play-with-ingress/
– Shaw, A. (2012). Do you identify as a gamer? Gender, race, sexuality, and gamer identity. New Media & Society,
14(1), 28–44.
– Stark, E. (2016). Playful Places: Uncovering Hidden Heritage with Ingress. In M. Willson & T. Leaver (Eds.),
Social, Casual and Mobile Games: The Changing Gaming Landscape. Bloomsbury Publishing USA.
– Suchman, L. (2006). Human-Machine Reconfigurations: Plans and Situated Actions (2 edition). Cambridge ; New
York: Cambridge University Press.
– Suchman, L. A. (1987). Plans and Situated Actions: The Problem of Human-Machine Communication. Cambridge
University Press.
– Winegarner, B. (2015, September 19). The 2015 Ingress demographic survey. Retrieved from
https://medium.com/@beth_winegarner/the-2015-ingress-demographic-survey-6e7181790069#.oqensfmm8
– Yates, S. J., & Littleton, K. (1999). Understanding Computer GameCultures: A situated approach. Information,
Communication & Society, 2(4), 566–583.