Category Archives: Pokemon

Xinjiang: A Pokemon Journey to America (Part Three)

This is the third and final post in a brief, un-academic series about my personal experience of living in China’s troubled Xinjiang region, and the censorship both online and offline that it entailed. This functions largely as a final whimsical anecdote and a conclusion. You can read the background information here, and several other anecdotes from my time in China here.

I previously wrote about having my phone service shut down for using a Virtual Private Network to circumvent the ‘Great Firewall’ and use Facebook, Skype, and other foreign apps.

Well eventually Pokemon Go released, which several foreigners in my social circle downloaded and started playing. Given that Pokemon Go makes use of Google services to function, this was only possible by running the game through a VPN–the same kind that got me shut down several months before.

In an English class one day I discussed starter Pokemon choices with some of my students. They informed me that Pokemon Go was an American conspiracy to locate military bases in China. These students still played it anyways, though.

Not eager to be an unwilling participant in a supposed clandestine mapmaking operation, but a childhood lover of Pokemon, I knew I had to get back online.

A friend helped me register my passport with different cellphone carrier from the one that had shut me down, and I finally bought a new SIM card. By that time we knew I would be leaving China within a few months anyhow, so I went for broke and kept my VPN on 24/7. I didn’t end up getting shut down a second time, though it’s possible that if I had stayed it would have happened eventually.

What was curious to me was that while playing the game, I regularly found evidence of other players active in my area, despite having to use a VPN for it to work, and reports that it wasn’t supposed to function in China at all. One day I decided to use the in-game clues (active lure modules) to find others who were playing. After an hour of wandering from pokestop to pokestop, and setting a few lures of my own to draw out other players, I ran across three young guys in front of a movie theatre. It suddenly dawned on me that my Chinese vocabulary included exactly zero Pokemon terms. In the end I simply showed them my phone and smiled. They showed me theirs and laughed, and we all spent about ten minutes trying to get to an inconveniently placed pokestop. 

I wish I could properly follow up on Pokemon Go in Xinjiang. The number of players I found evidence of in Xinjiang was initially surprising, but it shouldn’t have been. The Chinese are notorious for their zealous adoption of mobile games, and the restrictions on Pokemon Go were relatively easy to circumvent. I even had a ten year old ask me to recommend a VPN service one day after class. 

I later learned that at that time Pokemon Go was unplayable even with a VPN in most of China, even in major cities like Beijing and Shanghai. But it was functioning well enough in Xinjiang, one of the more sensitive and closely-controlled regions. I never made sense of that.

I’ve now taken my Pokemon adventure (and the more mundane aspects of my life) out of China. But there are certain remnants of the surveillance and censorship apparatus that stick with you even outside the country.

When I visited my father over Christmas, for example, he picked me up from the airport and we went straight to a restaurant for breakfast. “What’s Xinjiang like, then? Do the people there want independence like in Tibet?*” he said. My stomach twisted and I instinctively checked the restaurant to see who might have heard. Of course nobody present cared.

(* – This is an oversimplification of the Tibet situation, but this post isn’t about that)


A Chinese Christian friend of mine related a similar experience she had: after years of fantasizing about boldly professing her religion, when she finally moved to America she simply could not feel comfortable praying without drawing the blinds first. Similarly, my girlfriend has physically recoiled once or twice when I spoke the name of a well-known Chinese dissident out loud in our thin-walled apartment. Every time she’s caught herself and said aloud “Oh, right. Nobody cares here.”

China is not Oceania; there is not really anything like thoughtcrime. But there are speechcrimes. And when certain things are spoken, especially in a full voice, you know in your stomach that those words could get someone in trouble if the speaker isn’t careful.

Before I moved to Xinjiang I had it in my mind that I might like to study Western China when I eventually return to school to pursue a Masters in Anthropology. But now I’m no longer certain if I can: as alluded to already, I met a wonderful woman in Xinjiang. We’ve been together for more than a year now, and we moved to the US now so she can attend a graduate program. While we will certainly return to Xinjiang in the future, the continuing presence of her family there, as well as my girlfriend’s Chinese passport make me ever-conscious of Chinese government’s attitude toward those who are critical. Even though I am against extremism of all kinds, and believe that independence would fly against the interests of those living in Xinjiang, the caveats I would attach to those positions are likely unacceptable to the regime.

And so, perhaps even what I’ve written here is too much to say.

If you have questions or requests for clarification please don’t hesitate to comment below. And as a good friend regularly says: “Every day’s a school day,” so if you’d like to suggest a correction, or a resource or if you otherwise take issue with something I’ve said, please don’t hesitate to comment either. If there is interest, I would love to contribute to Socionocular again.

The Mythology of Pokémon Go: Surveillance, Big Data, and a Pretty Sweet Game

Pokémon Go is lulling the world in to a humungous augmented distraction. A distraction that is covering up some pretty intense politics. It is almost as if we stepped into Ernest Cline’s Ready Player One—where distraction through virtual reality meets the war between anonymity and surveillance.

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Artist: Dani Diez. You can find more of Dani’s work at www.instagram.com/mrdanidiez/

It has been well publicized that this new app, of which is fueling a Pokemania (a nostalgic resurgence of interest in Pokémon every time a new rendition of the game is released), has some rather arbitrary and invasive access to your mobile phones data—particularly, unhinged access to your Google account and other features of your mobile device.

What is Pokémon Go? This almost seems pointless now, seeing the popularity of the game—but for those of you who have not tuned in to the pokemania. Pokémon was a TV show released in the late 90s, which became dream fuel for a generation of children and young adults. It featured a young boy, Ash Ketchum, who embarked on a Journey to capture Pokémon in a technology known as the “pokeball” through the direction of the Professor (A man who studies Pokémon). After the Pokémon is caught, the young boy (and the thousands of other Pokémon trainers) would aspire to train it to battle other Pokémon.

Shortly after the show caught on, Nintendo released Pokémon Red and Blue for the Gameboy Colour. These games became an absolute hit. I remember walking to school with my eyes glued to my little pixelated screen—traversing over roads and dodging cars while battling with Pokémon and trading them with my other schoolyard peers. The games slogan repeating through my cranial, “Gotta Catch Them All”.

Nintendo continued to release Pokémon games designed for their various game platforms up until present. Each successive game included an obsessive and nostalgic excitement that took over the gaming community. Or anyone who had grown up playing Pokemon Red and Blue, as well as collecting the Pokemon cards.

Pokémon Go is a game that can be played on a mobile smart phone that uses geolocational data and mapping technologies that turn the phone into a lens peering into the Pokémon world.  Through the interface of your mobile device, you can catch Pokémon wandering the “real” world, battle through gyms, and find items that will aid your journey. It augments the world around the user so that everything and everywhere becomes a part of the game.

Just like its predessor, a game known as Ingress, many of the geo features in the game were set up around important places: art exhibits, cultural or historical sites, and parks. Following the maps would lead you through a productive tour of a cities geographical culture.

I want to explore the obsessive and nostalgic excitement through a techno-socio-cultural lens. I will unpack this critique into three parts: (1) the sociology of privacy, (2) Big data and algorithmic surveillance, and (3) the culture of nostalgia and the digital sublime.

Before I continue with this post—I want to assert that it is not an all-in-all terrible, megalomaniac, Big Brother type game. Pokémon Go is enabling new ways for people to engage in the social world. Check out this sociological blog post exploring just that. However, it would be silly to not apply a critical perspective to this.

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Taken from Facebook Page: https://www.facebook.com/wokemon/?fref=ts

There are some restrictions I’d like to apply to my analysis: (1) Pokémon Go is not an immature or irrelevant activity, millions of people of all ages and cultural backgrounds are playing it—meaning it has a ton of significance. As well as, (2) The people playing Pokémon Go are not zombies or passive consumers, they are very intentional and unpredictable social actors that have the ability to understand their situation.

Sociology of Privacy

One thing that boggles the minds of surveillance studies scholars is how the vast population of people using social media and mobile applications do not care about invasive surveillance embedded in everything they use.

In my own interviews of Facebook users in 2014, many of my participants claimed, “I have nothing to hide”. A pervasive mentality that enables big corporate and governmental entities to gain access and control to large swaths of data. This nonchalant attitude towards surveillance allows for massive ground in the dismantling of our rights to privacy. Though such an attitude is not surprising, as the entire ecosystem of social media is set up to surveil.

David Lyon, in his book “Surveillance After Snowden”, asserts that privacy is generally seen as a natural and democratic right that should be afforded to all citizens—but admits that a problem lay in that informational privacy is not as valued as bodily or territorial privacy. Even if information, data, and metadata are much more revealing than the both bodily and territorial surveillance.

Lyon notes three important points about privacy that are all very relevant to the current epidemic of pokemania: 1) the collecting of information has now been directly connected to risk mitigation and national security, implying that we are not safe unless we are surveilled. 2) Everyone is now a target of mass surveillance, not just the criminal. 3) Data collected through mass surveillance is made to create profiles of people—these may be completely inaccurate depending on the data collected, but you will never know the difference.

I would like to add a fourth. How can the data be used to swing massive profits? The corporation Niantic, creators of Ingress and Pokémon Go, use their privacy policies to legitimate “sharing” (sic: selling) of data with governments and third party groups. Government surveillance is often the focus of criticism. However, capitalist corporations are not often held accountable to ethical practices. Who is selling this data? Who is buying this data? And what is this monetized data being used for?

As Lyon asserts, Privacy is not about individual concerns—it is important socially and politically for a well-balanced democracy. Edward Snowden has been known to say, “It’s not really about surveillance, it’s about democracy”. While we continue to allow powerful groups to chip away at our privacy for entertainment, we literally give up our ability to criticize and challenge injustice.

Snowden reminds us that when we give up our democracy to the control room—there is zero accountability, zero transparency, and decisions are made without any democratic process.

So while we are distracted trying to catch a Snorlax at the park, we are giving away more and more of our lives to mysterious and complicated groups that want nothing but large profits and control. For a much more scathing review of this, see this blog post on surveillance and Pokémon.

Big Data and Algorithms

So what about the data. What is big data? First off, it’s all the craze right now. As data scientists, social scientists, policy makers, and business gurus scramble to understand how to use, abuse, and criticise such a thing. Big data is consistent of two large disciplines—statistics and computer science. It is the collection and analysis of unthinkably large amounts of aggregated data that is collected and analyzed largely by computer software and algorithms.

Boyd and Crawford (2012) offer a much more precise definition. They assert that Big Data is a “cultural, technological, and scholarly phenomenon” that can be broken into three interconnected features:

  1. Technology – Computer science, large servers, and complicated algorithms.
  2. Analysis – Using large data-sets compiled from technological techniques to create social, political, cultural and legal claims.
  3. Mythology – Widespread belief of the power of Big Data to offer a superior knowledge that carries immense predictive value.

The big problem that remains is how to find, generate, and collect all of this data? In terms of social media and video games much of this has to do with offering a “free” service to consumers who take the role of the “prosumer”. The prosumer is a social actor that both produces and consumes the commodity they are “paying” for.

In terms of social media (like Facebook), while users interact with each other, they are producing affective or emotional data through liking things, sharing things, and discussing things, that are then collected by algorithms and fed back into the system through targeting advertisements. The user is implicit in both the production and consumption of that data.

The user is given free access to the social media platform, however, they pay for it through giving the platform a transparent window into their lives that is than monetized and sold for large profits. People’s reactions to this form of surveillance are variant: some people offer scathing criticisms, others don’t give two shits, and some act a little more cautious.

Why is this important for Pokémon Go? Because you trade your data and privacy for access to what Pokémon Go has to offer. It is incredibly clever of think tanks in Niantic—using the nostalgic Pokemania to usher users into consenting to ridiculous surveillance techniques.

It gets worse. As Ashley Feinberg from Gawker identified, the people responsible for Niantic have some shady connections to the international intelligence community. Causing some in the surveillance studies field to fear that Pokémon might just be an international intelligence conspiracy (It sounds crazy—but it makes complete sense).

David Murakami Wood coined to the concept of “vanishing surveillance”. This is a phenomenon, intentional and unintentional, that allows surveillance capacities in devices to fade into the background. Resulting in users not being aware, or at least completely aware, that they are being watched. Pokémon Go, an innocent video game that is enabling new ways of being social in public, becomes an invisible surveillance device that may have international and interpersonal consequences. And it is the Pokémon themselves that allow for the surveillance to vanish from sight and mind.

A Culture of Nostalgia

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So what drives people to consent to all of this? What kinds of cultural patterns allow and shape us to an almost fanatical state when a Pokémon game is released?

The first factor within the culture of Pokémon is its appeal to nostalgia. Jared Miracle, in a blog post on The Geek Anthropologist, talks about the power of nostalgia. It taps into the childhoods of an entire generation—it even moves outside the obscure boundaries of gamer culture into the larger pop cultural context. It wasn’t only geeks that played Pokémon. It was just about everyone. This might provide an explanation to why so many people are wandering around with their cell phones before them (I’ve seen them wandering around Queen’s campus today, while I was also wandering around).

However, it is not all about nostalgia. I believe that the nostalgia plays a role in a bigger process of the digital sublime and the mythologizing of the power of media.

What is a mythology? According to Vincent Mosco, in his book The Digital Sublime, defines myth as, “stories that animate individuals and societies by providing paths to transcendence that lift people out of the banality of everyday life”. This is a form of reality that represent how people see the world from the every-day-life perspective.

Myths are also implicit in power. “’Myth’ is not merely an anthropological term that one might equate with human values. It is also a political term that inflects human values with ideology… Myths sustain themselves when they are embraced by power, as when legitimate figures… tell them and, in doing so, keep them alive”.

These myths, along with nostalgia for Pokémon paraphernalia, generate the digital sublime. A phenomenon that has us go head over heals for new technology. The mythologies that support it can be positive or negative.

Positive mythologies might sound a little like this: “Pokémon Go is allowing us to leave our homes and experience the world! We meet new people and we are empowered by new ways of interacting with each other. Hurrah!”.

Negative Mythologies are also important: “Pokémon Go is creating a generation of zombies. People are wasting their time catching those stupid Pokémon. They are blindly and dangerously wandering around, falling off cliffs, and invading private property. Damn those immature assholes”.

Both of these mythologies cross over each other to colour the experiences of those who play and those who watch.

We need to be careful of generating mythologies about the capacity for games to facilitate freedom, creativity, and sociality. We also need to be careful not to apply to much criticism. Such mythologies not only create a basic, overly simplistic way of understanding gaming, surveillance, and human culture, it also blinds us to nuance and detail that may be important in its broad understanding.

So while people dangerously block a highway to catch rare Pokémon, walk over cliffs because they aren’t paying attention, or disrespectfully attempting to catch Pokémon in Auschwitz, there are also people who are leaving their houses to engage with the world, using Pokémon to fight depression and other mental illnesses, and creating super cool maps of rare Pokémon spots.

Drawing things together—A Political Economy of Pokémon

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Don’t be so paranoid.

Taking a techno-socio-cultural perspective allows us to engage with Pokémon Go with a nuanced understanding of its positive and negative characteristics. It is possible to look at how this media creates a complex ecosystem of social concerns, political controversies, and cultural engagements with nostalgia, mythologizing, and capitalist enterprise.

Pokémon Go is indeed enabling a ton of new ways of interacting and helping people with mental illness get out of their homes to experience the world—however, we can’t forget that it is also an advance technology developed by those who have interest in money and power.

Regardless of the benefits that are emerging from use of this application, there are still important questions about privacy and the collection and use of Big Data.

So Pokemon Go isn’t just enabling new ways of being social with the larger world. It is enabling new ways of engaging with issues of surveillance, neo-liberal capitalism, and social control through the least expected avenues.

After all of these problematics become more and more public—will we still trade off our freedom for entertainment?