Pokémon Go and Urban Accessibility
Source Title
Additional URLs
ISBN
Faculty
School
Remarks
This is an Accepted Manuscript of a book chapter published by Routledge in Gaming Disability: Disability Perspectives on Contemporary Video Games on 30 December 2022, available online: http://www.routledge.com/9780367357153
Collection
Abstract
This chapter examines the relationship between disability, mobile technology and gaming, with a specific focus on the augmented reality mobile game Pokémon Go. Current research and commentary on the experience people with disabilities have of Pokémon Go and other augmented reality mobile games has focused on either inaccessibility (specific for people with mobility impairments) or the opportunity these games provide as a learning tool, specifically for people with intellectual disabilities and autism. This chapter reviews this commentary, arguing the nature of this game – located both within and outside of the mediated format of gaming – allows for an extended understanding of access. In particular, utilising the social model of disability (Finklesteinm, 1980), we consider how mobile augmented reality games such as Pokémon Go can reveal exclusions in ‘real’ urban space. Connecting with research being undertaken at the University of Bologna by Catia Prandi et. al. (2015), we also consider how future mobile games which similarly utilise mapping could be harnessed to facilitate both more accessible gaming opportunities and understandings of accessible urban space.
Related items
Showing items related by title, author, creator and subject.
-
Kent, Michael; Ellis, Katie; Locke, Kathryn; Hollier, Scott; Denney, A. (2017)People with disabilities report a number of consistently disabling access issues while moving through urban environments. These can result in social isolation and cause people with disability to avoid going to new or hard ...
-
Kent, Michael; Ellis, K.; McRae, L. (2018)In 2016 Curtin University launched its vision for 2030 which frames the development of the campus as a ‘City of Innovation’ as part of its ‘Greater Curtin’ branding. The Internet of Things (IoT) is a key feature of this ...
-
Ellis, Katie; Leaver, Tama ; Kent, Mike (2023)Games appeal to a diverse market of people spanning traditional age, gender, and socioeconomic divides. While games have the potential to be inclusive of people with disability, they can also further disable this group ...