ABSTRACT

Pokémon Go has not simply been one of the most globally popular games of the last decade but also an important text for understanding the social ramifications of “meshed” play spaces in augmented reality. This chapter locates and contests the way disability is configured through this game – located both within and outside of the mediated format of gaming. We argue that Pokémon Go allows for an extended understanding of access, and the way in which inaccessibility can be a layered experience. We also argue that in the critique of the construction of disability in augmented games, there also lie opportunities for player feedback on how exclusions in “layered spaces” are generated and perpetuated.