Augmented Reality Games I

In this chapter, the author asks why, despite the commercial success of Pokémon GO, a large popular audience for augmented reality experiences has not yet gathered. Drawing a comparison to the quick and massive popularity of cinema at the turn of the century, the author asks, what do audiences desire from this everemerging medium? In response, the chapter re-draws definitions of the augmented reality medium and reflects on its unique potentialities. The central question of the chapter is an analogy: if, in 1903, The Great Train Robbery established the cinematic montage form and inspired the creation of massive cinema audiences and venues, what could be The Great Train Robbery of AR?

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