英文摘要 |
Ingress, an augmented reality (AR) game, was developed by Google's Niantic Laboratory in 2012. Our detailed literature review shows, though, that to date very few scholars have paid attention to the cultural and social significance of this game. Combining GPS technology in mobile phones and Google Maps with a virtual reality (VR) game and the real world, Ingress requires players to walk in the real world in order to occupy various virtual portals in the game world. This is the reason why the experience of playing Ingress is entirely different from that of playing all previous VR online games. This paper argues that the social and cultural significance of AR games is the return of the "real". The influence of AR technology, taking Ingress as the exemplar, is explored in this paper from the following aspects: the return of space, the return of time, the return of the body, the return of identity, and the return of regional, hierarchical organizations. In all these aspects, we also try to clarify that the "real" that is returned to in Ingress is not the real as it exists without AR technology, which is why the word real is used with quotation marks. |