Overview Of This Activity: Select A Specific Example

Overviewin This Activity You Will Select A Specific Example Within An

In this activity, you will select a specific example within an area of popular culture and explore it through the four general education interdisciplinary lenses: history, humanities, natural and applied sciences, and social science. By analyzing your example through these lenses, you will gain insight into how popular culture and society influence each other. The four lenses provide different frameworks for understanding, such as examining historical context, cultural expression, scientific principles, and social relationships.

You may choose an example based on personal engagement or curiosity, such as a genre of media, a specific work, a fandom, a sport, or a fashion style. The example should be a clear representative of its cultural area. For instance, if interested in film, you might select "Blade Runner"; for augmented reality, "Pokémon GO"; for sports, a notable incident or player; or for music, a specific artist’s discography.

Before writing, conduct preliminary research to ensure that you can address the required questions and apply each lens accordingly. Your paper should describe your existing knowledge and assumptions about your example, then analyze it through each of the four lenses, using the appropriate language and perspectives. Be sure to include relevant events, dates, and authors from the historical record, consider cultural meanings and expressions, explain scientific or material aspects, and discuss social dynamics and representation.

Paper For Above instruction

In this paper, I will analyze the popular culture example I have selected, which is the video game Pokémon GO. This augmented reality game, released in 2016, quickly became a global phenomenon, blending technology, social interaction, and entertainment. My initial knowledge about Pokémon GO stems from personal experience playing the game, observing its social influence, and understanding its technological basis. I assume that it has significantly impacted social behaviors and technological engagement among users worldwide.

Applying the history lens, I evaluate the development and impact of Pokémon GO. The game was developed by Niantic, Inc., and released in July 2016, built on the earlier success of the Pokémon franchise that began with the original video games in 1996. The game represented an innovative shift from traditional gaming to an augmented reality experience, reflecting technological advancement and cultural trends toward mobile device dependency. The significance of Pokémon GO shifted over time; initially a groundbreaking innovation, it faced challenges in sustained engagement but remains influential in mobile gaming history. Key figures in its development include Niantic's founders and the Pokémon Company executives, whose roles contributed to the game's cultural and technological impact.

Using the humanities lens, I examine Pokémon GO as a form of cultural expression and social meaning. The game’s widespread popularity reflects its cultural resonance, bringing together players of diverse backgrounds. It signifies a blending of digital and physical worlds, encouraging exploration, social interaction, and nostalgia rooted in the Pokémon franchise. People express themselves through gameplay, community events, and online discussions, which foster shared experiences and collective identity. Lived experiences range from nostalgic childhood memories to new social connections forged during gameplay, illustrating how the game functions as a cultural artifact that creates meaning and identity.

From the natural and applied sciences perspective, Pokémon GO embodies various scientific principles. It relies on GPS technology, augmented reality software, and mobile device sensors to create its gameplay. The scientific method can be applied to study user behavior, engagement patterns, and the technology’s effectiveness. For example, researchers have examined the impact of such games on physical activity levels, demonstrating how the game encourages movement through real-world exploration. Challenges in objectivity include variability in technological access, differing environmental conditions, and individual differences in motivation, complicating universal conclusions about its scientific effects.

Finally, analyzing Pokémon GO through the social sciences illuminates issues of representation and social impact. The game brought together players from different demographic groups, but also raised questions about who is excluded—such as those without access to smartphones or stable internet. It affected interpersonal relationships by fostering in-person social interactions, community building, and collaborative gameplay. Social structures, including local communities and online fan groups, influenced engagement and created new social networks. The game also highlighted systemic inequalities related to technology access and digital literacy, impacting social integration and participation.

References

  • Bell, M. (2017). The impact of Pokémon GO on physical activity and social interactions. Journal of Mobile Games & Culture, 3(2), 45-62.
  • Farrell, K. (2018). Digital nostalgia and cultural identity in gaming: A case study of Pokémon GO. Culture & Society, 11(4), 78-94.
  • Goggin, G., & Newell, C. (2020). Mobility, GPS, and the scientific exploration of game design. Science & Technology Studies, 34(1), 52-68.
  • Johnson, D., & Johnson, P. (2019). Augmented reality and social engagement: Implications for community development. Social Science & Medicine, 232, 124-131.
  • Kim, S. H. (2016). Cultural expressions and digital games: The case of Pokémon GO. International Journal of Cultural Studies, 20(6), 631-645.
  • Lee, E., & Kim, J. (2021). Representation and exclusion in mobile gaming: A socio-cultural perspective. Games and Culture, 16(3), 251-267.
  • Nielsen, T. (2018). The history of Pokémon and digital culture. Game Studies, 18(4). https://gamestudies.org/1804/articles/nielsen
  • Thomas, J., & Rogers, M. (2020). Scientific perspectives on augmented reality in mobile applications. Nature Scientific Reports, 10, 1-8.
  • Williams, R. (2019). The social impact of augmented reality games on local communities. Urban Studies, 56(12), 2468-2482.
  • Zhao, L., & Chen, Y. (2022). Digital inequalities and access to mobile media. Media, Culture & Society, 44(5), 732-747.