Back to search

Massachusetts Institute of Technology

Programmable places : mobile games for improving public space

Abstract

dc:description.abstract

The public realm is an important element of any city. Urban design theorists like Allan Jacobs have described in detail how public spaces can serve city inhabitants with physical comfort and social amenities. Meanwhile, urban political theorists like Henri LeFebvre have pointed out that public space is a crucial platform for the establishment of a democratic and equitable public sphere. What happens to these functions when physical public space is overlaid by a virtual dimension accessible only through digital devices? The huge popularity of Pokemon Go, a mobile smartphone game released in 2016, shows how significantly an urban place can be changed by a digital game. At that time, a flood of news reports and anecdotes from the US and around the world described a sudden army of urban explorers filling previously underutilized parks and having serendipitous encounters with friends and strangers. This thesis explores in detail how the physical and political functions of urban public space were impacted by the release of Pokemon Go. This is important in order for urban planners and public officials to fully understand the positive and negative implications of virtual worlds that interact with the "real" world, and may be widespread in the future. Performing a survey of public-space-related behaviors and attitudes among Pokemon Go players, this research set out to test whether Pokemon Go helped to further the environmental and political functions of public space. The results show that Pokemon Go's effects vary considerably depending on the specific location and on the attitude of the individual. Nevertheless, it is shown that Pokemon Go's release caused significant positive and negative changes in peoples' use of public space, with a particularly pronounced effect on players. Furthermore, deliberate interventions using the game have the potential to make cities more equitable and their citizens more engaged.

Degree

thesis:*
Department dc:contributor.department
Massachusetts Institute of Technology. Department of Urban Studies and Planning.
Grantor dc:publisher
Massachusetts Institute of Technology
Year dc:date.issued
2017

Author and committee

dc:creator, dc:contributor.*
Author dc:creator
  • Margeson, Scott (Scott Cedric)
Advisor dc:contributor.advisor
  • Sarah Williams.

Subjects

dc:subject × 1

Rights

dc:rights
Statement dc:rights
  • MIT theses are protected by copyright. They may be viewed, downloaded, or printed from this source but further reproduction or distribution in any format is prohibited without written permission.
Language dc:language.iso
eng

Identifiers

dc:identifier.*
Handle dc:identifier.uri
http://hdl.handle.net/1721.1/111390
OAI identifier oai:identifier
oai:dspace.mit.edu:1721.1/111390

Chain of custody

source
Harvested from
MIT
Base URL
dspace.mit.edu/oai/request
Last updated
2026-07-22
Source record
OAI-PMH GetRecord
citation

Margeson, Scott (Scott Cedric). Programmable places : mobile games for improving public space. Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/111390