Since the metaverse seeks to integrate virtual and augmented reality, this session looks at the history of augmented reality, leading up to Pokémon Go as the most successful AR game. There are two elements to this session: the first is a discussion of the history of AR in relation to gaming, the second is playing Pokémon Go.
This chapter by Dale Leorke provides a good overview of the history of location-based games. If time and reading capacity allows one could add the next chapter which takes the history forward. Important would be to point out how exploratory and creative the use of location-based games was initially, and how restrictive and commercial Pokémon Go is in comparison, notwithstanding the advances in the integration of 'meatspace' and virtual space:
Leorke D (2019) A Definition and Brief History of Location-Based Games (2001–08). In: Leorke D (ed.) Location-Based Gaming: Play in Public Space. Singapore: Springer, pp. 17–44. DOI: 10.1007/978-981-13-0683-9_2.
This video provides an insight into an influential early AR game that is mentioned in the chapter and is worth discussing:
In the second part of the class, students should make sure to have installed Pokémon Go on their phones, and they should simply venture out to play the game for 30 minutes or so. This could also be done ideally prior to the class. The idea is to gather an experience of AR, to note the difficulty of integrating VR elements in their environments, to think about the overlaying of meatspace with virtual space and whether not having the app on produces a kind of fear of missing out, etc.
https://pokemongolive.com/en/