Injustice in Mobile Leisure: A Conceptual Exploration of Pokemon Go

被引:18
|
作者
Layland, Eric K. [1 ,2 ]
Stone, Garrett A. [3 ]
Mueller, J. Tom [1 ]
Hodge, Camilla J. [4 ]
机构
[1] Penn State Univ, Dept Recreat Pk & Tourism Management Dept, University Pk, PA 16802 USA
[2] Penn State Univ, Dept Human Dev & Family Studies, University Pk, PA 16802 USA
[3] Clemson Univ, Dept Pk Recreat & Tourism Management, Clemson, SC USA
[4] Univ Utah, Dept Hlth Kinesiol & Recreat, Salt Lake City, UT USA
关键词
augmented reality; constraints; race; social justice; women's leisure; SOCIAL-JUSTICE; XBOX LIVE; WOMEN; CONSTRAINTS; GENDER; EXPERIENCES; RACE; STRATIFICATION; RECREATION; BARRIERS;
D O I
10.1080/01490400.2018.1426064
中图分类号
F [经济];
学科分类号
02 ;
摘要
In augmented reality, video games and the physical world converge as individuals participate in digital leisure overlaid on physical spaces. In Pokemon Go, game play in the physical world is impacted by constraints that limit access and play of marginalized groups. The global popularity of Pokemon Go created an opportunity to explore experiences of marginalized groups participating in augmented reality game play. Grey literature surrounding Pokemon Go is rich with accounts of constraints experienced by marginalized groups, particularly individuals self-identifying as White women, Black women, or Black men. Their experiences with Pokemon Go illustrate the need for social justice in digital leisure. Because the lifespan of mobile applications is limited, the gradual process from research to social change may be insufficient in addressing ever-evolving digital platforms. Researchers need to strategically work with industry partners to identify needs for social justice during the planning and designing stages.
引用
收藏
页码:288 / 306
页数:19
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