The familiar places we dream about: Pokémon GO and nostalgia during a global pandemic
This article explores the impact of COVID-19 on the developers and players of Pokémon GO through the lens of nostalgia. Focusing on the game as a nostalgic text that works to remediate physical and social spaces, we examine how gameplay has changed in response to players’ restricted mobility and iso...
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| Format: | Journal Article |
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Ingenta
2020
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| Online Access: | http://hdl.handle.net/20.500.11937/83605 |
| _version_ | 1848764596040499200 |
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| author | Peaty, Gwyneth Leaver, Tama |
| author_facet | Peaty, Gwyneth Leaver, Tama |
| author_sort | Peaty, Gwyneth |
| building | Curtin Institutional Repository |
| collection | Online Access |
| description | This article explores the impact of COVID-19 on the developers and players of Pokémon GO through the lens of nostalgia. Focusing on the game as a nostalgic text that works to remediate physical and social spaces, we examine how gameplay has changed in response to players’ restricted mobility and isolation during the 2020 global pandemic. The release of Pokémon GO in 2016 was a watershed moment in the development of mobile augmented reality games. Building on a popular culture franchise familiar to many, it fused cutting-edge technology with memories of the past. Previous studies suggest playing Pokémon GO is associated with dreamlike nostalgia for childhood adventures. But these experiences were intimately linked with physical movement, proximity to others, and the exploration of outdoor spaces. Confined to their homes during the COVID-19 pandemic, once free-roaming players are now being encouraged to embrace isolated, sedentary play. There is an additional layer of nostalgia in operation as players and developers alike reminisce about socializing and playing in the world outside the home. This article therefore explores how Pokémon GO mediates player experiences and unpacks its role in negotiating both memory and contemporary societal trauma. |
| first_indexed | 2025-11-14T11:21:52Z |
| format | Journal Article |
| id | curtin-20.500.11937-83605 |
| institution | Curtin University Malaysia |
| institution_category | Local University |
| last_indexed | 2025-11-14T11:21:52Z |
| publishDate | 2020 |
| publisher | Ingenta |
| recordtype | eprints |
| repository_type | Digital Repository |
| spelling | curtin-20.500.11937-836052021-09-13T07:04:50Z The familiar places we dream about: Pokémon GO and nostalgia during a global pandemic Peaty, Gwyneth Leaver, Tama 2001 - Communication and Media Studies mobile games pandemic game studies This article explores the impact of COVID-19 on the developers and players of Pokémon GO through the lens of nostalgia. Focusing on the game as a nostalgic text that works to remediate physical and social spaces, we examine how gameplay has changed in response to players’ restricted mobility and isolation during the 2020 global pandemic. The release of Pokémon GO in 2016 was a watershed moment in the development of mobile augmented reality games. Building on a popular culture franchise familiar to many, it fused cutting-edge technology with memories of the past. Previous studies suggest playing Pokémon GO is associated with dreamlike nostalgia for childhood adventures. But these experiences were intimately linked with physical movement, proximity to others, and the exploration of outdoor spaces. Confined to their homes during the COVID-19 pandemic, once free-roaming players are now being encouraged to embrace isolated, sedentary play. There is an additional layer of nostalgia in operation as players and developers alike reminisce about socializing and playing in the world outside the home. This article therefore explores how Pokémon GO mediates player experiences and unpacks its role in negotiating both memory and contemporary societal trauma. 2020 Journal Article http://hdl.handle.net/20.500.11937/83605 10.1386/ajpc_00023_1 Ingenta fulltext |
| spellingShingle | 2001 - Communication and Media Studies mobile games pandemic game studies Peaty, Gwyneth Leaver, Tama The familiar places we dream about: Pokémon GO and nostalgia during a global pandemic |
| title | The familiar places we dream about: Pokémon GO and nostalgia during a global pandemic |
| title_full | The familiar places we dream about: Pokémon GO and nostalgia during a global pandemic |
| title_fullStr | The familiar places we dream about: Pokémon GO and nostalgia during a global pandemic |
| title_full_unstemmed | The familiar places we dream about: Pokémon GO and nostalgia during a global pandemic |
| title_short | The familiar places we dream about: Pokémon GO and nostalgia during a global pandemic |
| title_sort | familiar places we dream about: pokémon go and nostalgia during a global pandemic |
| topic | 2001 - Communication and Media Studies mobile games pandemic game studies |
| url | http://hdl.handle.net/20.500.11937/83605 |