Industry execs weigh in on the opportunity presented by the AR game; read up before someone mentions a Squirtle at your next meeting.
By Val Maloney
Moving from pocket games and video games of the ’90s into the real world, Pokémon fans worldwide are out on the streets chasing down creatures with the release of the instant-hit mobile game, Pokémon Go.
Canada became the latest country to get on board the digital trend, which, since its release earlier this month in the U.S., Australia, New Zealand and Japan, has made the gaming app already more popular than Tinder.
Only one week after going live there are estimates that the game (from U.S.-based software co Niantic Labs, in partnership with Nintendo and Pokémon Company) has surpassed 15 million downloads in the U.S. Users are spending an average of 33 minutes a day playing the game, according to iOS usage data reported by USA Today.
The app became available to Canadians July 17 and, following a veritable stampede of would-be players online, quickly crashed the app’s servers.
If you haven’t caught one of the countless hot takes on the game that have been published since it first went live, here’s a brief summary: the free iOS and Android mobile game uses the clock and GPS of a user’s smartphone to detect the location and show virtual Pokémon as they appear around them. Users try and catch the creatures as they come across “Pokéstops” and “Gyms.” Making users move throughout the real world to catch the “creatures” has been praised for increasing exercise levels and alleviating depression, but it has also been criticized for safety concerns.
Among those watching the digital space closely, the sweeping popularity of the game is proof that the dawn of a new era is upon us.
Awane Jones, co-founder and CEO at Montreal-based augmented and virtual-reality-focused digital agency Merchlar, said that awareness of AR has been low compared with how long it has been available, but the popularity of Pokémon Go indicates that people are keen to try it.
“Naturally, the general impression was that the technology was inaccessible, or that people wouldn’t want to try out a new, foreign technology,” he said. “Now, thanks to Pokemon Go, people are realizing that, in fact, AR has been around us for some time already, and that it’s not hard to use or intimidating. It has proven that the adoption of AR can start right from the palm of your hands, from the mobile devices we already have.”
Jed Schneiderman, CEO, Tapped Mobile, meanwhile, is hopeful that the success of Pokémon Go will inspire a new set of AR creators.
“Hopefully this inspires creators in more categories like travel, retail and more,” he said.
Advertising opportunities weren’t available on the game for launch, but Niantic CEO John Hanke confirmed to the Financial Times that “sponsored stops” will be coming soon. The lack of advertising within the game hasn’t stopped brands and locations from jumping on the bandwagon. For instance, ad agency Huge has a Café in Atlanta that’s located between two “Pokéstops.” In order to attract visitors to its location it has been placing “lures,” which can be purchased to increase the quality of Pokémon available there, according to Ad Age.
Although “sponsored stops” don’t yet exist, Devon MacDonald, chief strategy officer at Mindshare Canada, said “lures” provide an immediate opportunity for brands to latch onto the game, though he cautioned marketers should only deploy lures if the brand is a good fit with the audience.
“Like free balloons or a toaster giveaway, unless there is a link to the brand that provides relevancy to the user the experience will be quickly forgotten and investment squandered,” he said.
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