Enclaves and Movements Among Different Realities
Augmented Reality, at the moment, allows intertwining digital objects with our physical world limiting these objects within the limits of finite provinces of meaning. Obviously, the existence of these objects has effects within the limits of these worlds because the entire play is founded on them. During the game, players are affected by these objects. For example, players philically go to special places of the game where Pokémon are located in order to catch them. However, these objects have effects even in the world “outside” the game. They change the paramount reality even if they are “merely” part of the finite province of meaning.
A game creates its own objects and constitutes its own world where the players live. As Goffman highlights (
1961), each game has its own rules to which the players are related thanks to their sole participation (Ducharme and Fine
1994: 94). These rules define the actions the players can do within the game, and they dictate also the values of the objects in the finite province of meaning because they define the goals of the game.
31 If the game’s goal is to catch all the Pokémon, the players see the creatures valuable and, with it, even the locations where they are used to appear acquire value. Players want to get the valuable Pokémon and so they go in the places where these Pokémon appear making the places valuable for them.
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This fact generates a possible interaction between realities and the values they impose to subjects. They can be the ground on which those realities influence each other.
As Schütz pointed out, the overlap of multiple provinces is simply impossible (Schutz and Wagner
1970: 256) because the world defined by one province clearly clashes with the one produced by other one (Schütz
1962). For example, while children play among fictional entities, their finite province of meaning clashes with the world of their parents where there are no such fictional objects. In our case, the world generated by the Augmented Reality game
Pokémon Go, where Pokémon are all around the players, clearly clashes with the world outside the game where there are no such digital entities. They are different realities, and subjects cannot be in two worlds at the same time. However, even if it is impossible to live in many realities at the same time, it is possible to move from one province to another one (Chojnacki
2012).
The objects of the games are taken for granted thanks to what Schütz calls the “epoché of the natural attitude” (
1962: 229). Subjects simply suspend their doubts on the existence of the objects around, and they live among them acritically. According to Schütz, subjects live constantly surrounded by many different realities and the fact they live in one of them is determined only by the suspension of doubts made by the subjects.
33 This kind of element clearly shows the possibility of moving among provinces because they can move among these realities by changing where they want to suspend their doubts.
34 Every time they change from one province of meaning to another one, they change abruptly the world around them. For example, in the case of games, their entire world collapses when the games end, and the objects in it vanish. Another example can be dreams. While dreaming, subjects are immersed in a finite province of meaning. When they wake up, they change the entire world where they live moving from the finite province of meaning of the dream to the paramount reality. Even if these realities cannot overlap, the subjects can move freely among them, and this element is the one producing the intertwinement.
According to this ability to move among realities, the subjects can live in “enclaves” where there is a tight intertwinement of these provinces (McDuffie
1995: 216). For example, while reading a text, the reader can stop the reading in order to have a cup of coffee. In this case, the reader can move from the finite province of meaning of the text to the paramount reality where the coffee is. This shift from the world of the text to the paramount reality does not make the province of the text inaccessible. Thus, the reader can re-enter it quite easily, even while drinking the coffee. Moreover, the reader can move constantly from the world where the reader sips the coffee to the world of the text and
vice versa.
Even if the overlap among provinces is impossible, it is quite possible and usual to shift from one reality to another one many times per day. This constant movement among realities intertwines the activities related to these worlds together.
The objects within a finite province of meaning are clearly related to this fictional world, but they do have effects outside of it because the subjects do not live merely within one single reality. Thanks to the possibility of changing realities and moving among them, the subjects cannot be restricted to the “mere” paramount reality. They constantly leap from this world to other fictional worlds. Therefore, even if these fictional objects generated by games are clearly existent and meaningful in their finite province of meaning, they do affect the lives of the subjects because they are free to intertwine the activities of the paramount reality with the ones of the games.
According to this analysis, the game is not so well encapsulated within its finite provinces of meaning because it is possible to intertwine the activities coming from different realities together. Thus, the place and the time the game is played becomes crucial because these elements define where and when these activities can be played and so when and where they can be intertwined with the others.
Their spatial position is important. The objects of a game are clearly enclosed within the finite province of meaning of that game. However, games take place in the paramount reality because every finite province of meaning is founded on it. Therefore, even if the objects of the game are meaningful only within the game, they have a spatial position which is also a spatial position in the paramount reality. The spatial position is a link between the different realities and so it can be used by the subjects to intertwine their activities.
The time when the game is played is important too. The time of the finite province of meaning of the game is different from the time in the paramount reality. For example, players can imagine forcing years to pass like seconds in the game, but they cannot do it in the paramount reality. However, the game is still played in a time which is the time of the paramount reality where everybody has to live.
35 Therefore, even this element can be used to build intertwinements between the activities of the game and the ones in the paramount reality because they both have a temporal position in the paramount reality.
As we showed, the Augmented Reality games we introduced do not have spatial limits because they can be played everywhere. The objects of these games have GPS locations which are actual spatial locations in the paramount reality and which are everywhere in the world. There is no spatial limit where the game is confined, and the game “wraps” completely the paramount reality. Geocaching, iButterfly, Ingress, and Pokémon Go have objects everywhere, we cannot point a finger to a single place which is “safe” from their contamination because space of the game is constituted of every spatial position in our paramount reality.
Moreover, these games do not have temporal limits too. They can be defined as infinite games (Carse
1986) because they do not have any clear temporal boundaries. They do not have a clear winner and so the game never ends.
36 The game is always on and so subjects can freely access it anytime they want.
The game Geocaching, as the other games we analysed, do not have winners because the aim of the game is to find as many objects as possible. Nobody wins and nobody loses. It has no limitation in time and space because it is always possible to open the application and check for objects in the surroundings and, potentially, it never ends because players will always be able to seek for other objects.
iButterfly,
Ingress,
37 and
Pokémon Go have the same basic characteristics. The aim is not to win but to keep the game going on by capturing new butterflies, by interacting with the other faction for the control of portals, and by catching Pokémon in the surrounding. Moreover, they do not have limitation in space and time just as the game
Geocaching.
The world generated by these games never ends, and it has no spatial limits. Subjects can play them everywhere and at any time. Thus, the intertwinement between the actions made within the game while playing and the actions made in the paramount reality has the chance to be tightly intertwined in a never ending process and everywhere in the world.
In Nagoya (Japan) a news attesting the sighting of a rare Pokémon hiding in a famous park was read by many players. Even if the information was false and there was no rare Pokémon hiding in that place, many people went there in the middle of the night hoping to find it (Ashcraft
2016). That place was a park, but it could be anywhere. Moreover, the players were attracted in that place in the middle of the night showing that the game was always active without any temporal limit.
The absence of spatial and temporal limits for these game makes them pervasive, and it allows a constant tight intertwinement of the action within these finite provinces of meaning and the actions made in other realities like in the paramount reality.
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This tight intertwinement between the actions in the game and the paramount reality is well testified by the game
Ingress. Players got arrested because they were using the mobile devices in spatial places where they should have turned the devices off like in police stations. The players were attracted there because of the existence of an important location according to the finite province of meaning generated by
Ingress. They were in this provinces of meaning while interacting with the fictional objects, but their locations were a place where the use of digital devices was prohibited in the paramount reality. Thus, they got detained (Foster
2012).
Obviously, we do have the same kind of possible intertwinement even with games limited in space and time because their actions and objects have spatial and temporal positions in the paramount reality as well. However, we can clearly see their intertwinement are different from the ones in Augmented Reality because they are limited to where the game is located and when it is performed. In the case of Augmented Reality, the game does not have these limitations. For example, in the case of chess, the space where the game can be performed is the chessboard, and only the actions made within that space are actions in the game and, at the same time, actions in the paramount reality. However, in the case of the Augmented Reality games we described, the play is not limited to the chessboard, but it spreads all over the paramount reality.
AR Games and Effects on the Players
The objects of these games are related to the finite provinces of meaning of their games. However, as we showed, they can have effects outside of them because the subjects can move constantly from one world to another one, and so they can intertwine the actions and praxes related to these different worlds together.
While the subjects are in the paramount reality, they can immerse themselves into the game just to come back in the paramount reality after few seconds. They can open the application on the smartphone, capture one Pokémon, and re-emerge in the paramount reality. During this movement between realities, the actions of the subjects in the paramount reality could be influenced by the digital objects which are “meaningful” only in the province of meaning of the game.
As we showed, the objects have the same spatial position of locations in the paramount reality. Moreover, the players can constantly immerse themselves in them because the games have no temporal limits.
39 Therefore, the values the games dictate are valid only within their finite provinces of meaning, but they share with the paramount reality the same spatial locations and they are always accessible. Since the subjects are free to move among realities, it is possible the action made in the paramount reality is affected by the values of the objects in the game because they share the same places and the subjects can always easily jump in the game.
For example, players, while going to work, could not only open the application for catching one Pokémon, but they could modify the route they usually follow in order to pass by a convenient place for capturing the Pokémon. Even if the objects are “encapsulated” within the finite province of meaning of the game, they are able to change and to interact with the actions performed in the paramount reality like the action “going to work”. The special locations where to find a Pokémon are valuable only within the finite province of meaning of the game because it is the game which gives it, but the fact it is also a place in the paramount reality makes this value leak outside of that province.
Subjects are not “slave” of a single reality. They can move among many of them, and this movement hybridises the activities performed in the paramount reality with elements coming from other provinces because they can decide to act in a certain way in the paramount reality partially following the values coming from other realities. Therefore, even if these digital objects are meaningful only within the finite province of meaning where the players immerse themselves in order to play, they do have effects on the players’ actions in the paramount reality.
The effects are not limited to the actions in the paramount reality of the players, but they affect even the non-players.
Effects on the Non-players
The paramount reality is intrinsically intersubjective, and it is defined as the world where every subject has to live. Thus, the digital objects affect the paramount reality of everybody by affecting the actions made in the paramount reality by the players.
The play is performed in the finite province of meaning of the game, but it has elements also in paramount reality. Therefore, the actions within the game are seen by the non-players too, even if they do not get their meaning because they are outside the finite province of meaning. For example, in the case of iButterfly, the players move their smartphone frenetically in order to catch the digital butterflies flying around them. The non-players do not see the butterflies, and they do not see the actions of these players as action for “catching” the digital objects. However, they see their motions with the smartphone in the space of the paramount reality.
In the case we proposed of a player changing the route to work in order to pass by a convenient place where to catch Pokémon, we showed how the game have effects in the actions of the paramount reality of the players. However, it has also effects on the non-players because they all are in the same paramount reality. For example, if many players gather together in the same place and the streets around that place were originally not designed to support such a massive traffic, they can provoke a traffic jam. This traffic jam directly affects the people around even if they are non-players.
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Even if the values dictated by the game are not valid for the non-players, the spatial location where the game is performed becomes embedded with elements deriving from those values. The valuable location for the players becomes “relevant” even for the non-players because of the power of “attraction” it has for part of the population which makes the players act in a certain way in the paramount reality. Therefore, the game has the power to re-shape the paramount reality by adding relevant elements to it thanks to fact the players live in the paramount reality too. Moreover, since there aren’t any spatial or temporal limits, this power have no limits and every place of the paramount reality can be always potentially re-shaped by these games.
We focussed our attention on Augmented Reality games and not on Augmented Reality in general even if we started our work seeking the effects of Augmented Reality and not specifically of games. However, in our analysis we always referred to these games starting from a perceptual point of view by analysing how the perception of digital objects is always enclosed within a specific province of meaning. It was the play in perception among these different worlds which produces the hybridisation of the world where we live. We analysed video games, but our analysis is founded on how subjects perceive and not on the fact these Augmented Realities are video games. Thus, we can appreciate the importance of having used a phenomenological approach because our study works in every case where Augmented Reality yields to this shift in perception among different worlds, and it is not restricted to games.
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The space around the subjects becomes inevitably filled with characteristics coming from the provinces of meaning of Augmented Realities in general.