Phenomena and Phobia through Pokémon GO: An Analysis of the Reactions on the Augmented Reality Game in Japan

Deirdre Sneep
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Abstract

This chapter looks at government and media warnings of playing Pokémon GO in Japan. This chapter argues that even though Japan is often portrayed as a country that has a high affinity with technology, it has simultaneously been suspicious towards new forms of digital technology, showing an interesting stance towards the digitalisation of society. The case of Pokémon GO illustrates that Japanese have also shown the same anxieties towards other media technologies in the past. Some of these anxieties are health hazard caused by addictive handheld gaming, accidents and deaths caused by inattentive drivers, as well as moral decline. Some of these anxieties can be explained by the different attitudes towards technologies between the older and the younger generations: while the former sees technologies are only for work, the latter sees them as play.
《口袋妖怪GO》中的现象与恐惧——日本对增强现实游戏的反应分析
本章着眼于日本政府和媒体对玩pokemon GO的警告。本章认为,尽管日本经常被描绘成一个与技术高度亲近的国家,但它同时对新形式的数字技术持怀疑态度,对社会数字化表现出一种有趣的立场。poksammon GO的案例表明,日本人过去对其他媒体技术也表现出同样的焦虑。其中一些焦虑是由上瘾的手持游戏引起的健康危害,由粗心大意的司机引起的事故和死亡,以及道德衰退。其中一些焦虑可以用老一代和年轻一代对技术的不同态度来解释:前者认为技术只是用于工作,后者则将其视为娱乐。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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