Friday, December 2, 2016

Augmented Reality as Rhetoric and Composition

(Shows a Player about to catch a Spearow.)

Pokemon Go is an augmented reality game that became very popular recently. In the game, the player can catch and collect fictional creatures called Pokemon using Pokeballs. With these creatures, the player can fight in gyms with other Pokemon to gain experience points and receive awards. It’s considered an augmented reality game because it uses maps to show the player’s current surroundings like streets, pathways, monuments, etc. As the player walks down the street, the view of the map changes and eventually the player will encounter wild Pokemon to catch.

Pokemon Go is rhetorically effective for two reasons. First, the interactivity elements in the game helps a person to move around and explore its surroundings. The player is inclined to venture to new places to catch Pokemon available only in those geographic areas and travel to Pokestops where the person can receive Pokeballs to continually catch Pokemon. It uses GPS to generate a geographical map as the main view of the game and this helps the game to be more realistic. It is important to mention that the interactivity element must be relevant to the goals of the game, or it will dilute the effectiveness of the persuasion. As Bogost argues, “the closer we get to real experience, the better.” He is directly referring to the vivid spectrum. He’s implying that the steps involved in the games is what makes it rhetorically influential. 

However, there were unintended consequences to Pokemon Go. Since the release of Pokemon Go, there has been robberies and fatal car accidents. These instances became so frequent that the Pokemon Company International and Niantic, Inc. released a statement saying: “We are aware that some incidents have occurred involving fans playing Pokemon GO. We encourage all people playing Pokemon Go to be aware of their surroundings and to play with friends when going to new or unfamiliar places.” The company took further action by adding messages in their games like this shown below. 


 (The company added pop-up messages in the game app for their players
 so they will not put themselves or other people in harm's way)

The second reason is the identification element in the game. In the beginning of the game, the player can design the appearance of his or her character in the game. The character will not look exactly like the player but it starts the subconscious process of the player placing themselves as the character into the game. 

In conclusion, Pokemon Go is a rhetorically influential game because it has elements of procedural and identification. 

Source: 
-Bogust's Procedural Rhetoric

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