Pokémon Go has become extraordinarily popular and is credited for getting the youth outside to play and exercise. At the same time, gamification has become a hot topic, but gamifying mundane things such as learning is not always simple or successful. Why is it that Pokémon Go is so successful, while other gamification projects, or even similar applications from the same company might not be? Is Pokémon Go even gamification? I want to explore here some reasons I think the experience proved so popular.
Gamification or not?
Typically, gamification software has something else than the game itself as its primary objective, such as learning a new language. Gamelike elements are then applied in an effort to engage the subject better in reaching this objective. However, I would argue that in the case of Pokémon Go the situation is the opposite: the game already exists as a concept and franchise, and the main goal isn’t to get the players to exercise, but rather to bring a new dimension to an old formula and to get the people to use and pay for items in the new product. The exercise part is a happy coincidence. Therefore, it would be fair to say that while I’ve heard it argued that Pokémon is gamifying exercise, it’s not actually gamification, rather than just a game that happens to make you exercise. Gamifying exercise would be something like Wii Sports, where exercise is the main point, with a nice gamelike environment.
Cute critters and franchise evolution
Pokémon has been a large part of pop culture in games, movies and television for many now adults who grew up or were born in the 90s and these people dreamed as a child of exploring and taming Pokémon, like in the series they watched every Saturday morning. Niantic’s earlier similar project captured Nintendo’s attention and the market was already there. The player feels more connected with the Pokémon hunting experience since they are actually doing it in reality, making friends and meeting new people on the way: just like in the show. Instead of internet forums, interaction now just happens in the streets.
Even older and younger people likely have some contact with the franchise, since it has been continuously ongoing for 2 decades now. Even if you haven’t heard of it, the concept is simple enough and the critters are cute, so you might as well give it a try when you hear someone mention it. Chances are you know someone who’s heard of Pokémon Go or at least noticed people playing it after it got popular and became interested in finding out what the hubbub is about.
In conclusion
I would argue that Pokémon Go is in fact not gamifying anything, but rather bringing an old gaming experience to a whole new level, and its success lies in Pokémon’s strong pop-culture presence, as well as the simplistic, easy to understand concept and cute creatures that capture your imagination.