The augmented reality game, designed for mobile devices, allows users to capture, battle and train virtual creatures called Pokémon that appear on screen as if part of the real-world environment. But can the game's enormous success deliver any lessons to the fields of natural history and conservation? A new paper by a group of researchers from the universities of Oxford and Cambridge, UNEP World Conservation Monitoring Centre, and University College London (UCL) explores whether Pokémon Go's success in getting people out of their homes and interacting with virtual 'animals' could be replicated to redress what is often perceived as a decline in interest in the natural world among the general public. Or, could the game's popularity pose more problems than opportunities for conservation?
In the paper, the researchers explain that Pokémon Go has been shown to inspire high levels of behavioural change among its users, with people making significant adjustments to their daily routines and to the amount of time spent outside in order to increase their chances of encountering target 'species'. There is also evidence that users are discovering non-virtual wildlife while playing Pokémon Go, leading to the Twitter hashtag #Pokeblitz that helps people identify 'real' species found and photographed during play. Pokémon Go, exposes users first hand to basic natural history concepts such as species' habitat preferences and variations in abundance. 'Grass Pokémon', for example, tend to appear in parks, while water-related types are more likely to be found close to bodies of water.