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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
The University of Sydney Page 2
What is Pokémon Go?
The University of Sydney Page 3
User Engagement Over Time
Source: Kawa and Katz (2016)
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
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
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
The University of Sydney Page 7
Location, Location,
Location
Representing, Interacting, and Playing
with Location,
The University of Sydney Page 8
Representing Location: Maps
The University of Sydney Page 9
Representing Location: Portals and Pokestops
The University of Sydney Page 10
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
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
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
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.
The University of Sydney Page 14
Producing Location
Immaterial Labour of Ingress impacting
how we understand Pokemon Go and
value of location
The University of Sydney Page 15
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
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
The University of Sydney Page 17
The Cultural Value of Locations
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
The University of Sydney Page 19
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
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
The University of Sydney Page 21
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
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
The University of Sydney Page 23
Survey of Player Demographics
Winegarner (2015) surveyed 1,250
Ingress players via Facebook, G+,
in game communication, and
regional/local hangouts
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
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’
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
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
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
The University of Sydney Page 29
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
The University of Sydney Page 30
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’
The University of Sydney Page 31
Socio-Economic Value of Locations
The University of Sydney Page 32
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.
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.

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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
  • 2. The University of Sydney Page 2 What is Pokémon Go?
  • 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,
  • 8. The University of Sydney Page 8 Representing Location: Maps
  • 9. The University of Sydney Page 9 Representing Location: Portals and Pokestops
  • 10. The University of Sydney Page 10 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.
  • 14. The University of Sydney Page 14 Producing Location Immaterial Labour of Ingress impacting how we understand Pokemon Go and value of location
  • 15. The University of Sydney Page 15 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
  • 17. The University of Sydney Page 17 The Cultural Value of Locations
  • 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
  • 19. The University of Sydney Page 19 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
  • 21. The University of Sydney Page 21 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
  • 23. The University of Sydney Page 23 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
  • 29. The University of Sydney Page 29 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
  • 30. The University of Sydney Page 30 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’
  • 31. The University of Sydney Page 31 Socio-Economic Value of Locations
  • 32. The University of Sydney Page 32 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.