2 Matching Annotations
  1. Jul 2016
    1. “My 18-year-old and his friends walked and biked 25 plus miles in two days, outside, in the heat and rain,” said Lisa Romeo, a mother of two who lives in Cedar Grove, N.J. Phil LeClare of Salem, Mass., said that after three days of Pokémon Go while on vacation in Maine, his 11-year-old son proudly said that he’d walked 30 miles. Along with the stories of calories burned come the benefits of unexpected family time. The real-world component of walking and hunting for the creatures seems to make playing Pokémon Go alone unappealing. Instead, even teenagers are inviting siblings and parents along. Add in the likelihood of meeting other players at Poké-stops, and the game begins to feel like a social event.

      This is consistent with what I'm seeing with my own daughters and the other youth in my neighborhoods. They've definitely come out to play even in some oppressive heat. I appreciate this article's approach, which is a little more measured.

    1. Even Google couldn’t make Ingress work without reskinning it as Pokémon. And while Pokémon is popular and basically harmless, the alternating reality it offers is still that of a branded, licensed, kiddie cock-fighting fantasy. Even if paranoia fiction is aesthetically facile and retrograde, and even if location-based entertainment need not be serious and political, there’s still something fundamentally revolting about celebrating the Pokémonization of the globe as the ultimate realization of the merged social and technological potential of modern life.

      I think this analogy of a kiddie cock-fighting fantasy lays the author's bias bare. Isn't it more helpful to notice the connection to Japanese culture?

      Godzilla's popularity explains global interest in monster vs monster fiction in a much more understanding way that doesn't deficitize fans. Lastly, why spin Google and Ingress' iterations with the game as failures? Isn't it more important to understand the tipping point that resulted in global game craze?