Abstract
This work aims to study the effects of augmented reality (AR) on the everyday world. Many studies already highlight the relations between digital and real by showing how digital objects affect our perception of the everyday world. However, they focus on these effects as if there was an everyday world from which to start and to which add these digital objects. This work focuses on a different perspective by showing how the meaning given to the everyday world is already founded on the use of these technologies. The values we find in our everyday experience emerge from the possible interactions with new technologies. The use of Pokémon GO then do not merely shape our everyday world by providing new digital elements in it, but it also reshapes the way we live and the way we think of our lives in the everyday world even when we do not use that technology.
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Notes
- 1.
Through the time, the application developed novel features enabling people to better interact with each other for example by joining their “forces” against powerful Pokémon.
- 2.
We will use the distinction between “real” and “virtual” according to the famous distinction proposed by Milgram (1994). Even if there are other ways for classifying augmented realities (Hugues et al. 2011), this “classic” distinction provides us with a background to analyse the relation between what is the “real” world before the augmentations and the “augmented and virtual one.”
- 3.
A preliminary analysis of Pokémon Go and phenomenology can be seen in Liberati (2018a).
- 4.
By entering, the subjects do not merely “accept” the objects and the reality where they are, but they live in the different world “as if” it were real.
- 5.
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Liberati, N. (2019). Mediation Theory Between Pokémon GO and the Everyday World. In: Geroimenko, V. (eds) Augmented Reality Games I. Springer, Cham. https://doi.org/10.1007/978-3-030-15616-9_4
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