Location Spoofing in a Location-Based Game: A Case Study of Pokémon Go

Author(s):  
Bo Zhao ◽  
Qinying Chen
2018 ◽  
Vol 26 ◽  
pp. 456-467 ◽  
Author(s):  
Derek Wang ◽  
Tingmin Wu ◽  
Sheng Wen ◽  
Donghai Liu ◽  
Yang Xiang ◽  
...  
Keyword(s):  

2021 ◽  
pp. 146954052199392
Author(s):  
Jennifer Whitson ◽  
Martin French

Regulatory approaches to games are organized by boundaries between game/not-game, game/gambling game, skilled/unskilled play, consumption/production. Perhaps more importantly, moral justifications for regulating gambling (and condemning digital games) are rooted in the idea that they consume our time and wages but give little in return. This article uses two case studies to show how these boundaries and justifications are now perforated and reconfigured by digital mediation. The case study of Daily Fantasy Sports (DFS) illustrates a contemporary challenge to rigid dichotomies between game/not game, skilled/unskilled play, and game/gambling game, demonstrating how regulation becomes deterritorialized as gambling moves out of state-regulated physical casinos and takes the form of networked, digital games. Our second case study of Pokémon Go approaches regulation from a different direction, complicating the rigid dichotomy between production/consumption in online networked play. We show how play is increasingly realized as productive in economic, social, physical, subjective and analytic registers, while at the same time, it is driven by gambling design imperatives, such as extending time-on-device. Pokémon Go exemplifies analytic productivity, a term we use to refer to the production of data flows that can be leveraged for a wide variety of purposes, including to predict, shape, and channel the behaviour of player populations, thereby generating multiple streams of revenue. Ultimately, both cases illustrate how digital games and gambling increasingly blur into each other, complicating the regulatory landscape.


2017 ◽  
Vol 55 (3) ◽  
pp. 132-137 ◽  
Author(s):  
Junsung Cho ◽  
Jaegwan Yu ◽  
Sanghak Oh ◽  
Jungwoo Ryoo ◽  
JaeSeung Song ◽  
...  

The Race Card ◽  
2019 ◽  
pp. 138-174
Author(s):  
Tara Fickle

This chapter uses the mobile game Pokémon GO as a case study of how video game developers have successfully harnessed the self-centering power of ludo-Orientalism, using augmented reality and GPS technology to construct virtual spaces ripe for playful exploration as well as economic exploitation. In focusing on Nintendo’s sophisticated marketing and aesthetic strategies to erase all signs of Japanese “cultural odor” from its games, scholarly appraisals of the Pokémon franchise have largely followed the traditional reduction of race to an explicit visual or linguistic feature of games. This chapter instead uses Pokémon GO’s seemingly inadvertent exposure of U.S. racial fault lines as an opportunity to explore how race is not erased but rather embedded in the game’s disorienting technology. It reveals the unacknowledged legacy of Japanese racial ideologies, imperialist ambitions, and atomic history that lurk beneath the game screen. The chapter argues that this illusion of ahistorical universality crucially buttresses the fantasy of Pokémon GO as a truly “free” game, masking the invasive and dehumanizing data mining structures that make it enormously profitable for its developers.


2020 ◽  
pp. 84-116
Author(s):  
Eric Gordon ◽  
Gabriel Mugar

Play is the precondition of civic action taking. This chapter explores what it means when people play and how the creation of trusted, accessible, and inclusive play spaces is central to civic design. Distinct from gamification, civic design looks for games to structure play, creating less, not more, efficiencies in systems. With an extended case study of a project involving the popular augmented reality game Pokémon Go, which invited Boston youth into questioning and changing the game’s data, the chapter explores how play can inform and shape civic life.


2020 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Luke Butcher ◽  
Oliver Tucker ◽  
Joshua Young

PurposePervasive mobile games (PMG) expand the game context into the real world, spatially, temporally and socially. The most prominent example to date is Pokémon Go (PGo), which in the first 12 months of its launch achieved over 800 million downloads and huge revenues for Pokémon, its majority owner Nintendo, and its developer Niantic. Like many mobile apps and innovative services, PGo's revenue structure requires continual usage (through in-app purchases and sponsorships) as it is free to download. Thus, as many players discontinued after initial adoption, substantial drops in Nintendo's share price occurred alongside the damage to brand equity. Such a case highlights the need to extend scholarship beyond traditional ‘adoption’ and begin to truly illustrate and explain the consumer behaviour phenomenon of ‘discontinuance’, particularly in the emerging and lucrative domain of PMGs.Design/methodology/approachLike many emerging marketing channels before it, large-scale discontinuance of PGo occurred and still remains unexplained in the academic literature. Herein, we address this shortcoming through a consumer case study methodology analysing a variety of data sources pertaining to PGo in Australia.FindingsThe development of the P2D_PMG model provides a new conceptual framework to illustrate the distinct forms discontinuance manifests in, for the first time. Scholarly rigour of the P2D_PMGs is achieved through validating and extending Soliman and Rinta-Kahila's (2020) framework for ‘discontinuance’ through its five forms. These forms are revealed as access and on-boarding (rejection), disconfirmation and hedonic adaptation (regressive discontinuance), technological, social, third parties, and personal issues (quitting), re-occurrences of hedonic adaptation (temporary), and alternatives and iterations (replacement).Originality/valueConceptual contributions are made in developing a model to explain what drives PMG discontinuance and when it occurs. This is particularly crucial for products with revenue structures built on continual usage, instead of initial adoption. In deriving data from actual players and aggregate user behaviour over an extended time period, the innovative case study methodology validates new discontinuance research in a manner other methods cannot. Managerial implications highlight the importance of CX, alpha/beta testing, promotion and research, gameplay design and collaboration/community engagement.


2014 ◽  
Vol 38 (01) ◽  
pp. 102-129
Author(s):  
ALBERTO MARTÍN ÁLVAREZ ◽  
EUDALD CORTINA ORERO

AbstractUsing interviews with former militants and previously unpublished documents, this article traces the genesis and internal dynamics of the Ejército Revolucionario del Pueblo (People's Revolutionary Army, ERP) in El Salvador during the early years of its existence (1970–6). This period was marked by the inability of the ERP to maintain internal coherence or any consensus on revolutionary strategy, which led to a series of splits and internal fights over control of the organisation. The evidence marshalled in this case study sheds new light on the origins of the armed Salvadorean Left and thus contributes to a wider understanding of the processes of formation and internal dynamics of armed left-wing groups that emerged from the 1960s onwards in Latin America.


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