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“<br />

Augmented Reality exploded into everyday<br />

lives of young people in the biggest possible<br />

way with the 2016 release of Niantic’s<br />

Pokémon Go. Boasting 750 million<br />

downloads and still going strong, Pokémon<br />

Go made use of the previously practical AR<br />

technology (utilised most notably until<br />

then in the Google SmartGlasses) to allow<br />

players to “Catch Pokémon in the Real<br />

World with Pokémon Go!” It was<br />

incredibly successful where many pursuits<br />

had failed; in getting children and<br />

teenagers out of their houses and engaging<br />

in the outside world, by combining exercise<br />

and exploration with technologies,<br />

characters and narratives that players<br />

already loved.<br />

There’s no doubt that augmented and<br />

virtual reality has endless potential in<br />

working with children. For all the anxieties<br />

we experience around A/VR being used to<br />

manipulate or deceive us, or around<br />

children falling prey to A/VR’s fantasy,<br />

there are a great many benefits being seen<br />

already in children growing up in this new<br />

era of invented realties.<br />

One of the many areas in which A/VR<br />

has innovated incredible new approaches is<br />

in education. A/VR has been used in<br />

education since the 1960s, when a headmounted<br />

display was used to train military<br />

personnel in practical tasks. Still, today, it<br />

is used for training in adult workplaces of

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