基於作者從Pokémon GO的前身Ingress到Pokémon GO的長期參與觀察,本文作者以Pokémon GO「原住民」的身份,應用流動性概念從三方面來理解Pokémon GO此一擴增實境遊戲的特色。先是比較擴增實境遊戲與過去的虛擬實境線上遊戲的差異,以便以虛擬和現實的結合與流動,來凸顯Ingress與Pokémon GO等擴增實境遊戲的特色。之後再進一步針對現有兩個主要的擴增實境遊戲Ingress與Pokémon GO進行比較,以便更具體呈現Pokémon GO的狂歡式情緒共感的特色。最後,針對Pokémon GO在遊戲機制與遊戲設計的變化更深入了解其背後的思考,以及遊戲公司如何不斷改變其設計來留住玩家,並探索其營利模式。
Based on the author's long-term research on the augmented reality games Ingress and Pokémon GO, this study utilizes the concept of mobility to focus on the latter according to the following three dimensions. First, virtual reality online games and augmented reality games are compared to show the combination of and the movement between the virtual and the real in the latter. Second, Ingress and Pokémon GO are compared to demonstrate the culture of mob-ility that has emerged in the latter. Third, the changes in the rules and mechanisms of Pokémon GO are traced, the co-efforts of Niantic Labs and the Pokémon company to retain players are explored, and the business model of Pokémon GO is examined.