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Visual Culture and Pokémon Go

Toni Bover. CITM UPC, Terrassa. 2016-2019
Toni Bover. CITM UPC, Terrassa. 2016-2019

For those of us who have concluded our professional careers in education, coexisting with individuals possessing an analog mindset, transdigitals, and digital natives has been a fascinating experience. Howard Gardner and Katie David (1), in their work La generación APP, examined both the beneficial and detrimental aspects of APP technology within social and educational contexts.

In my final stage as a professor of technological university degrees (2), which are primarily focused on professional training, I observed that many students were accustomed to self-learning through digital content but often disconnected from the connections between art and science.

Occasionally, using the Augmented Reality application Pokémon Go (3) in class enhanced the understanding of technology’s evolution (4) in visual communication. By examining history from the present to the past, Pokémon Go facilitated the explanation of historical changes in aspects such as the three-dimensionality of images, the dimension of time, and the concepts of abstraction and fantasy.

The shared learning experience between faculty and students—forty years of experience juxtaposed with forty years of future—encouraged reflection on the connections between technology and humanistic knowledge.

References

Texts

  • 1. Garnerd, H.; Davis, K. (2014) La generación APP: Cómo los jóvenes gestionan su identidad, su privacidad y su imaginación en el mundo digital. Barcelona: Espasa Libros, S.L.U. (Títol original: The App Generation). P. 22-23.
    “Las aplicaciones son fantásticas si atienden cuestiones cotidianas y, por lo tanto, nos dejan libres para poder explorar caminos nuevos, forjar relaciones más profundas, ponderar los grandes misterios de la vida o desarrollar una identidad única y significativa. Por el contrario, si las aplicaciones no hacen más que convertirnos en holgazanes más habilidosos que no piensan por sí mismos, ni se plantean preguntas nuevas, ni establecen relaciones importantes, ni modelan una identidad adecuada, completa y en desarrollo constante, entonces no hacen otra cosa que pavimentar el camino hacia la servidumbre, psicológicamente hablando”.
  • 2. CITM / UPC [en línia]. Graus Oficials. Disponible a: <https://www.citm.upc.edu/ > (Data consulta: 31 de gener de 2024)
  • 3. 006 Pokémon Go I l’instant decisiu / Pokémon Go and the decisive moment
  • 4. 003 Pioners en les noves etapes de la imatge / Pioneers in the new stages of image
    #005 Del dibuix a l’art digital/ From Drawing to Digital Art

Images

  • The image was captured while the students were taking an exam on Visual Culture. On that occasion, the Pokémon Gastly was slithering virtually around the classroom. Days later, the images were employed to illustrate the decisive moment involving the fusion of real and virtual images in continuous motion.
  • Subsequently, a series of images featuring Pokémon Pikachu (wearing a hat of the witch Shiny) virtually walking among the students was used as an example of a time sequence in a photographic composition.