Injustice in Mobile Leisure: A Conceptual Exploration of Pokémon Go.

Injustice in Mobile Leisure: A Conceptual Exploration of Pokémon Go.
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移动休闲中的不公正:《Pokémon Go》的概念探索。

DOI:
10.1080/01490400.2018.1426064
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发表时间:
2018
期刊:
影响因子:
4
通讯作者:
Hodge,CamillaJ
Hodge,CamillaJ
中科院分区:
法学3区
文献类型:
--
作者:
Layland,EricK;Stone,GarrettA;Mueller,JTom;Hodge,CamillaJ

文献摘要

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在增强现实中,随着个人参与覆盖在物理空间上的数字休闲,视频游戏和物理世界融合在一起。在《精灵宝可梦Go》中,现实世界中的游戏玩法受到了限制边缘群体进入和玩游戏的限制。精灵宝可梦Go的全球流行为探索边缘群体参与增强现实游戏的体验创造了机会。围绕《精灵宝可梦Go》的灰色文献中,充斥着被边缘化群体所经历的种种限制,尤其是那些自认为是白人女性、黑人女性或黑人男性的个人。他们使用《精灵宝可梦Go》的经历说明了数字休闲对社会正义的需求。由于移动应用的生命周期有限,从研究到社会变革的渐进过程可能不足以应对不断发展的数字平台。研究人员需要与行业合作伙伴进行战略性合作,以确定在规划和设计阶段对社会正义的需求。
In augmented reality, video games and the physical world converge as individuals participate in digital leisure overlaid on physical spaces. In Pokémon Go, game play in the physical world is impacted by constraints that limit access and play of marginalized groups. The global popularity of Pokémon Go created an opportunity to explore experiences of marginalized groups participating in augmented reality game play. Grey literature surrounding Pokémon 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 Pokémon 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.