There is currently a tremendous amount of enthusiasm for the recently released Pokémon Go. It has been a great hit in many parts of the world: players walk around seeking out hidden monsters overlaid on the world around them, whilst tracking down real-life locations ‘tagged’ as stops in the game. It is estimated that the game has been downloaded 15 million times since its release at the beginning of July.[i] Gaming technology, as many would attest, has rich potential for a variety of disciplines and professions, and this recent example has been heralded by some as being something that encourages people, especially youngsters, to engage with the built and natural environment in new and exciting ways.[ii] But the recent experience of Pokémon Go also raises some provocative questions about how individuals relate to their real-world environments. Continue reading Pokémon Go – Possibilities and problems for augmented reality and the environment→
I think that we, as researchers, often take for granted that we have privileged access to the latest knowledge, forgetting that this is often locked behind publisher pay-walls. We have the skills to generate answers to some of the biggest questions facing society, and yet as a research community in the UK, only a small proportion of our work actually provides answers to these big questions. So why isn’t more UK research having a greater impact on society?