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opinion

Kris Alexander is a professor of games and computer programming at Humber College, School of Media Studies, in Toronto

There's been a lot said about the hype of Pokémon Go, a revolutionary game built on augmented reality – where users on mobile phones can hunt and catch little cartoon creatures called Pokémon, looking at the world through their screens. As a video game player, it's no surprise to me that this game – actually, the technology behind the game – has had such a prevalent media presence for the past few weeks since its release in Canada.

But it's more than a new, interesting way to play a game – the app is single-handedly redefining what it means to be a gamer in 2016. What excites me most: Nintendo, arguably the creator of the original video game couch potato, has remade itself and the people who love their products. The term "active user" traditionally meant someone playing the game, which by definition, meant not active at all. Now that definition, and the world of video games entirely, is on the move.

For years, many gamers have been stereotypically cast as idle, socially-awkward beings who don't leave their basements – myself included in that casting. But Pokémon Go is changing that belief – getting people outside, getting people active. There are some cool – and not so cool – things I've seen so far with Pokémon Go. It's a revolution – for good, and bad.

I've seen the good. For example, a parent with a toddler-in-stroller approaching a group of teens to inform them that there is a Kodakku … I mean … Psyduck in the nearby soccer field. Only to have those teens, while maintaining focused eye contact, respectfully say "thank you," and inform of other lures, gyms, and rarer Pokémon in the area – reciprocating helpful advice in turn. The game has turned normally truculent teenagers into social, polite, active members of society: Try saying that about Super Mario Brothers three decades ago.

Even in the questionable events – parents in the park chasing Pokémon, walking in the opposite direction of their children ("just a second, dear") – humans are outside, exercising. They are active, they are social, and they are interacting with media. They are high-fiving strangers while interacting with this game, while exploring new areas of their city.

Nintendo has suggested strides toward health and fitness for a while now, with the imbedded pedometer and coin system on their latest generation of portable handheld console (NDS), a heart rate, or, "vitality" monitor in 2009 (Wii), and even a bio sensor in 1998 (N64).

Nintendo is giving priority to physical activity as part of their video game revolution – and it's working.

One thing that I can clearly see is that for years, many video game players, myself included, have been hiding their obsession with video games. The concept and technology behind Pokémon Go is what I hope humans are paying attention to – this is something that may transform the way that "gamers" game, and people "play."

The way the technology is used in this particular game may be the start of something intriguing – a potential paradigm shift in the perception of video-game playing – and players.

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