Abstract. Pokémon Go, a highly popular, recently launched augmented-reality-based video game, fosters players' interaction with the real world. In this commentary we elaborate on how location-based games, such as Pokémon Go, have provided insights into the perception and understanding of space, as well as into their impact on patterns of mobility. In addition to that, we compare Pokémon Go with geocaching, another location-based game, to further elaborate on what Pokémon Go fails to do in terms of the practices of geographical exploration.
Abstract.Conceptualised from a practice theory perspective, "landscape" can be employed as an overarching term encompassing otherwise divergent perspectives within geographies of memory: landscape of memory can denote social practice, meaningful materiality, individual experience, and collective imaginations as constituent of localised memory. Using Theodore Schatzki's practice theory, landscapes of memory are described as a social phenomenon: practices of memory contextualise certain places as meaningful in relation to the past. In turning to small Cold War munitions bunkers, by way of example, it is demonstrated how this perspective broadens the scope of geographies of memory to include everyday practices and their relation to collective memories.
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