Curry Chandler

Curry Chandler is a writer, researcher, and independent scholar working in the field of communication and media studies. His writing on media theory and policy has been published in the popular press as well as academic journals. Curry approaches the study of communication from a distinctly critical perspective, and with a commitment to addressing inequality in power relations. The scope of his research activity includes media ecology, political economy, and the critique of ideology.

Curry is a graduate student in the Communication Department at the University of Pittsburgh, having previously earned degrees from Pepperdine University and the University of Central Florida.

Filtering by Tag: pokemon go

Metaverse Madness

Late last month Facebook CEO Mark Zuckerberg announced that the company was changing its name to Meta Platforms Inc., or simply Meta for short. The timing of the announcement led many commentators to interpret the re-branding as an attempt by Facebook leadership to direct attention away from the leaked documents and whistleblower testimony that were drawing scrutiny to the company at the time. Zuckerberg himself downplayed the coincidental timing and described the primary motivation of the name change as minimizing confusion that may be generated by the corporate entity sharing a name with one of its many app services.

The October re-branding announcement sparked a deluge of commentary and a spike in usage of the term “metaverse.” Yet the notion of the metaverse has been floated by Zuckerberg and others far in advance of the recent name change. In January of last year venture capitalist and essayist Matthew Ball penned an oft-cited overview of the looming metaverse. Ball’s primer presents a definition of the metaverse and surveys the fundamental characteristics of what the metaverse both is and is not. The primary case study in this account is Epic Games, purveyor of the uber-popular Fortnite. Part of what sets Fornite apart, Ball says, is its role as a virtual gamespace where players engage and interact with an unparalleled range of pop culture intellectual property (IP).

“To this end, Fortnite is one of the few places where the IP of Marvel and DC intersects. You can literally wear a Marvel character’s costume inside Gotham City, while interacting with those wearing legally licensed NFL uniforms. This sort of thing hasn’t really happened before. But it will be critical to the Metaverse.”

The image of gamers clad in licensed superhero regalia while interacting in pop culture themed environments brings the movie Ready Player One to mind, and Ball actually refers to Ready Player One to illustrate how aspects of the metaverse may be reflected in the popular imagination. Last Spring, in the halcyon early pandemic days when I still thought my stay with my family would only last a month or two, I watched Ready Player One with my mom and sister. I had seen the film once before, and the story itself was the same bland trifle that I remembered. However, watching the movie in 2020, in the context of a global pandemic that has sent everyone indoors to more fully interface with virtual fantasy worlds mediated by various screens, the film seemed chillingly vital. When the film concluded I stated to my viewing companions that while the movie wasn’t very good, it might be among the most important in terms of reflecting the zeitgeist.

The not-too-distant future of Ready Player One seemed shockingly more possible in 2020 than when it was first released in 2018. Drones deliver pizzas amidst the ramshackle housing towers comprised of motley stacks of mobile homes. Within these rickety domiciles the inhabitants don VR headsets that enable users to ignore their deteriorating real world surroundings by immersing their consciousness in virtual dream worlds. Furthermore, the film’s emphasis on recognizable pop culture artifacts, decontextualized media signifiers, and reverence for the minutiae of fictional worlds seems highly resonant with our contemporary media and consumer culture. Our cultural landscape is dominated by an endless proliferation of cinematic universes most pervasively characterized by the remediation or reinvention of established franchises or IP, a cynical appropriation of memory and experience where nostalgia is mined for brand recognition. Our collective imagination seems bereft of novel or alternative visions to an extent that does not merely portend a stultifying homogenization of entertainment content but also implicates our very capacities for imagining and the horizons of our possible futures.

Facebook signaled a clear interest in Ready Player One-style VR gaming when it bought virtual reality company Oculus in 2014. Following the Meta name change Zuckerberg talked about research into material for a body suit like the characters wear in the movie, and the company is also working on haptic gloves.

Gaming applications do seem like a ripe avenue for metaverse initiatives. I’ve talked about Niantic on this blog for several years, not only in relation to the role of Pokemon Go in popularizing augmented reality but also regarding their ambitious plans for further AR ventures. Earlier this month Niantic announced that it was launching an AR developer kit designed to support development for a “real-world metaverse.” This news is not interesting in and of itself; what I did find interesting was that Niantic CEO John Hanke’s announcement of the initiative described the metaverse as a “dystopian nightmare.”

“As a society, we can hope that the world doesn’t devolve into the kind of place that drives sci-fi heroes to escape into a virtual one — or we can work to make sure that doesn’t happen. At Niantic, we choose the latter. We believe we can use technology to lean into the ‘reality’ of augmented reality — encouraging everyone, ourselves included, to stand up, walk outside, and connect with people and the world around us. This is what we humans are born to do, the result of two million years of human evolution, and as a result those are the things that make us the happiest. Technology should be used to make these core human experiences better — not to replace them.”

While I remain ambivalent about Niantic’s operations and ultimate goals, it is nice to see Hanke acknowledge how these dominant metaverse imaginaries seem to support a retreat from our physical environments in favor of purely virtual spaces. Zuckerberg’s promotion of his metaverse ambitions arrived shortly after his fellow billionaires like Jeff Bezos, Elon Musk, and Richard Branson were criticized for their respective vanity space-faring projects, activities that seem like extremely expensive and indulgent rocket hobbies in light of the ongoing precarity and existential anxiety being experienced by people around the world. While the space-faring billionaires seem to have elected to abandon the doomed Earth by escaping to another planet, Zuckerberg offers escape into the metaverse. As James D. Walsh put it in an editorial:

“There are some very uncomfortable things about all of this. We live in a capitalist society — money equals options. The people with the most options in the world, specifically Jeff Bezos, Elon Musk, and Mark Zuckerberg, either want to be off the planet or they want to create a different universe on this planet. It feels like the mother of all abdications. “We don’t want to improve the world, we want to go to a different world.” It seems somewhat nihilistic and strange.”

There are obvious ideological implications here (it is also depressingly unsurprising that Zuckerberg’s demo video announcing the metaverse centered around a work meeting…even after more than a year of the horrors of remote work and endless zoom meetings, Zuck can’t imagine an application of the metaverse beyond what amounts to a Second Life room for interacting with colleagues and being surveilled by your boss.). Some notable differences between these two visions of escape routes from civilizational collapse: the metaverse at least offers greater accessibility in the sense that many more people could realistically gain access to the technology as compared with the elite few who might end up migrating to Mars. However, the rocket jockeys have the benefit of actually having somewhere to go. The metaverse (which, it should be noted, is nascent at best) might promise virtual spaces for gaming, interacting, and (*sigh*) working, but it cannot offer a space to sleep, or food to eat, or air to breathe. In light of the social strains, environmental catastrophes, and other existential threats posed by the ideology of limitless growth meeting its inherent contradictions, the ultimate difference between these two abdications of capital may just be their respective timeframes.

Niantic responds to Pokemon Go players, acquires scanning company

In an earlier post I wrote about how Pokemon GO developer Niantic was rolling back some gameplay changes implemented during the pandemic, and how many players were pushing back against the reversion to the pre-pandemic status quo. Last week Niantic posted a response to the Pokemon GO community:

“We have heard your feedback about one change in particular - that of the PokéStop and Gym interaction distance. We reverted the interaction distance from 80 meters back to the original 40 meters starting in the U.S. and New Zealand because we want people to connect to real places in the real world, and to visit places that are worth exploring.”

Several threads on Pokemon GO-related subreddits featured reactions to Niantic’s statement. Some users dismissed the developer’s message as diversionary corporatespeak and crisis PR. This was echoed in several of the top comments in an r/Games thread:

“tl;dr We heard you. Now shut up and leave us alone. Quit telling us how you should be enjoying our game. But just to make you be quiet, we promise to make an investigative task force who will look into the risks and benefits of increasing the distance and get back to you at a later date.”

“Ah the classic "we need an internal team to decide the best course of action" when the solution is already right there and had been implemented for months. They're not changing anything, they're attempting damage control and hoping it all blows over.”

Over on r/PokemonGo, several users found Niantic’s stated rationale of “encouraging exploration” as dubious:

“This game is like 2% exploration and 98% visiting the same neighborhood pokestops and gyms over and over again, and Niantic knows this.”

“You want to give us exploring? Give us biomes, give us rare Pokemon in hiking areas, give us better pokemon in eggs so we see the benefit of walking. Why the hell would I want to walk any extra to get the same dumb pokemon that is in the wild? Do I really need to "explore" a QFC parking lot? Lies. Exploring has nothing to do with it.”

Many of the comments in the above thread posited that Niantic was appealing to virtues of “exploration” and “exercise” in order to mask their purely financial interest in prompting players to move to Poke stops. Niantic is clearly invested in maintaining their edge in geolocation and augmented reality technology: last week the company acquired a 3D scanning company called Scanverse. As Greg Kumparak wrote for TechCrunch:

“As I first wrote about years ago, one of Niantic’s goals is to build a detailed and endlessly-evolving 3D map of the world — a step they see as fundamental to enabling true, rich augmented reality experiences if/when the world ever embraces something like AR glasses. It’s a rather massive (and never-ending) task, but one made a bit more feasible by way of its ever-roaming player base across games like Pokémon GO, Harry Potter Wizards Unite and Ingress.”

Meanwhile, debates over the gameplay changes have now spawned divisive conversations over Covid and vaccines on the Pokemon Go subreddit. One user asked why Niantic was reversing the pandemic gameplay decisions when the virus is still with us, and the board moderators have affirmed a zero tolerance policy toward Covid denial or anti-vaccine posts.

Pokemon Go & post-pandemic mobility expectations

I haven’t played Pokemon Go since the early days of its release. It was nearly impossible to avoid the buzz surrounding the game’s launch. And as I wrote back in July 2016, the hype around the game was infectious and the game itself offered an exciting new way of interacting with public spaces in your local environment.

The outbreak of the COVID-19 pandemic last year immediately and drastically altered attitudes toward congregating in public space. I had assigned my Communication Process students an assignment to complete during their spring break: spend time in a populated public space and take field notes on the interactions that they observed. When the scope of the pandemic became clear and our university canceled in-person classes during the spring recess I frantically emailed my students to stress that they were no longer required to complete the assignment and to affirm that it was in their best interests to avoid populated public places.

Many aspects of public life had to adapt to the new social-distancing realities of life under coronavirus, and Pokemon Go was no different. Pokemon Go developer Niantic announced in March 2020 that it was instituting changes in its games in light of the emergent public health imperatives:

“We have always believed that our games can include elements of indoor play that complement the outdoor, exercise and explore DNA of what we build. Now is the time for us to prioritize this work, with the key challenge of making playing indoors as exciting and innovative as our outdoor gameplay. We are adding to our product roadmap so we can enable more ways to play inside and around the home in the coming days and weeks, when the world needs it most.”

One of the changes implemented to Pokemon Go was an increase in the interaction distances for players to engage with location-specific game activities. These changes effectively doubled the distance from which players could interact with GPS-fixed game locations. In November 2020 Niantic provided updates on the changes and stated they would remain in place “at minimum through June 2021.”

Well, Niantic held to this prospective timeline, and last month the developer announced that it would be rolling back the increased interaction distances:

“Previously, PokéStop and Gym interaction distances were increased, to enable people to engage from further away. After this change the distance will revert back to the standard distance, when it makes sense in different places, though may be increased during future events and as part of certain features.”

Many players responded negatively to the reversion. On one of the most prominent Pokemon Go subreddits, The Silph Road, users explicated the immense quality of life improvement that the increased interaction distances provided. As redditor pogo_enthusiast explained:

“Increased interaction distances should stay, if only for reasons of safety and accessibility. Like many others, I was dismayed to see today's announcement concerning the reversion of pokestop and gym interaction distances. Beyond being a (much needed) quality of life feature, increased interaction distances made playing PoGo much safer and enabled disabled individuals in my community to more fully engage in the game.”

pogo_enthusiast outlined several specific ways in which the increased interaction distances improved accessibility:

  1. Crossing the street less to engage with stops/gyms

  2. Being able to interact with stops/gyms from safer (or more permissible) locations.

  3. Being able to raid more discreetly from further away and avoid harassment from other players

  4. Being able to keep walking at a normal place while playing, rather than abruptly stopping, slowing down, or moving off pathways to let others by

  5. Being able to mitigate the issues of drift and not move around erratically to get in range of a stop/gym

The entire reddit thread regarding the revised interaction differences is fascinating to read. The comments astutely highlight myriad ways in which the gameplay experience was made safer and more accessible by the pandemic-era updates. So far the gamemakers have remained firm in their decision in spite of the outcry from the player base. A Niantic spokesperson justified the decision thusly:

“Last year, we increased the interaction distance to nearly the length of a football field. It’s tough to discover new places at this distance. We’re going to revert the expanded interaction distance in countries and regions where it makes sense to help restore the focus of the game on exploration and discovery. Going outside and spinning PokéStops and Gyms is important to our mission because it encourages exploration of the world.” [emphasis added]

This official explanation raises a question regarding the imperatives of Pokemon Go. How is the promotion of outdoor exploration weighed against the imperatives of profit accumulation inherent to a commercial product? How are these imperatives to be differentiated or disentangled? Around the start of this year redditor jdunham_ritxniantic posted to the Pokemon Go subreddit asking “How has the pandemic affected how you play?” User TheDeviless responded that:

“I stopped giving Niantic money because of their lack of concern for those during a pandemic.”

I think this response changes the inflection of the earlier question. Commercial profit motives aside, how would any initiative formed around the goal of promoting outdoor exercise and exploration responsibly respond to the public health imperative of social distancing? Despite the prevalence of post-pandemic and reopening discourse in our present moment I suspect that this question will remain relevant.

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