Alternate Timelines

What If Augmented Reality Games Never Emerged?

Exploring the alternate timeline where augmented reality gaming failed to take off, reshaping the evolution of mobile technology, gaming culture, and our relationship with digital-physical interactions.

The Actual History

Augmented Reality (AR) gaming represents one of the most significant technological and cultural developments in interactive entertainment of the early 21st century. While virtual reality (VR) immerses users in completely digital environments, augmented reality overlays digital elements onto the real world, creating a hybrid experience that blends physical and virtual elements.

The foundations for AR gaming were laid in the early 2000s with experiments like ARQuake (2000), which adapted the popular first-person shooter Quake to be played in real-world environments using a wearable computer, head-mounted display, and GPS tracking. However, these early efforts remained largely experimental and inaccessible to mainstream audiences due to hardware limitations and prohibitive costs.

The advent of smartphones with built-in cameras, GPS, and accelerometers democratized access to AR technology. In 2012, Google released the beta version of Ingress, developed by Niantic Labs (then an internal startup within Google). Ingress was a location-based AR game that divided players into factions competing for control of virtual "portals" anchored to real-world landmarks. While Ingress developed a dedicated following, it remained relatively niche with several million players globally.

The watershed moment for AR gaming came on July 6, 2016, when Niantic (now an independent company) released Pokémon GO in collaboration with Nintendo and The Pokémon Company. The game leveraged the immensely popular Pokémon franchise, allowing players to capture virtual Pokémon appearing in real-world locations. Within a week of its launch, Pokémon GO had been downloaded more than 10 million times, and within its first month, it had generated approximately $200 million in revenue. At its peak in summer 2016, the game had over 45 million daily active users worldwide.

Pokémon GO's unprecedented success demonstrated the commercial viability of AR gaming and sparked what many industry observers called "the AR gaming revolution." Its impact extended beyond gaming, influencing:

  • Physical activity and social interaction: Studies showed significant increases in physical activity among players, with the game requiring movement in the real world to progress. It also created spontaneous social gatherings and communities.

  • Business models: The game popularized the "freemium" model for mobile AR games, where the base game is free but revenue comes from in-app purchases.

  • Local economies: Businesses near popular in-game locations saw increased foot traffic and sales, introducing the concept of "PokéStop marketing."

  • Privacy and safety concerns: The game raised questions about data collection, trespassing, and distracted walking/driving.

Following Pokémon GO's success, numerous AR games emerged, including Harry Potter: Wizards Unite (2019), Minecraft Earth (2019), and The Witcher: Monster Slayer (2021). Concurrently, AR features became standard in non-gaming applications, from navigation aids to shopping tools that let consumers visualize products in their homes before purchasing.

By 2025, AR gaming has evolved significantly with improved hardware capabilities, more sophisticated AR overlays, and integration with emerging wearable technologies. The global AR gaming market exceeded $35 billion in 2024, establishing itself as a mainstream form of entertainment and pushing the boundaries of how we interact with digital content in physical spaces.

The Point of Divergence

What if augmented reality games never emerged as a mainstream phenomenon? In this alternate timeline, we explore a scenario where the technological and cultural conditions that enabled AR gaming to flourish instead led to its stagnation and eventual abandonment as a viable entertainment medium.

The divergence in this timeline centers on the critical period of 2015-2016, when several key developments coincided to either enable or, in this case, prevent the AR gaming revolution:

Technical Obstacles: In our timeline, smartphone technology had reached a sufficient level of sophistication by 2016, with cameras, GPS, gyroscopes, and processing power adequate for basic AR applications. In the alternate timeline, persistent technical problems plagued AR development:

  • Battery drain issues proved insurmountable, with AR applications depleting smartphone batteries within 30-45 minutes of play
  • Overheating problems led to several widely publicized incidents of smartphones being damaged during AR game testing
  • GPS accuracy remained inconsistent, creating frustrating gameplay experiences where digital elements failed to align properly with physical environments

Pokémon GO's Failed Launch: Instead of its triumphant release in July 2016, in this alternate timeline, Niantic's Pokémon GO suffered a catastrophic launch:

  • Server instability made the game virtually unplayable for the first two weeks
  • Major security vulnerabilities were discovered, exposing user location data
  • A critical bug allowed unauthorized purchases, resulting in some users being charged thousands of dollars and prompting class-action lawsuits

These issues could have led Nintendo and The Pokémon Company to withdraw support for the project, forcing Niantic to shut down the game within a month of launch. The high-profile failure might have tainted the entire concept of AR gaming in the public consciousness.

Regulatory Intervention: Alternatively, the divergence could have occurred through pre-emptive regulatory action:

  • Following early AR game tests, several countries might have implemented strict regulations limiting location-based gaming due to privacy concerns
  • Insurance companies could have lobbied for restrictions after projecting increased accident rates from distracted users
  • Public safety concerns about players gathering in unauthorized locations could have prompted restrictive legislation

Any of these factors, or a combination of them, could have created an environment where AR gaming was perceived as technologically unfeasible, financially risky, or legally problematic. Without Pokémon GO's breakout success to demonstrate the potential of AR gaming, the technology might have remained an interesting but impractical concept, relegated to academic and industrial applications rather than becoming a cornerstone of entertainment.

Immediate Aftermath

Mobile Gaming Evolution

Without AR gaining traction, the mobile gaming landscape of 2016-2018 would have evolved along different lines:

  • Continued dominance of traditional mobile games: In the absence of Pokémon GO's disruptive influence, games like Candy Crush Saga, Clash of Clans, and their derivatives would have maintained their market dominance without facing competition from the new AR segment.

  • Different investment patterns: The estimated $1.5 billion that venture capitalists poured into AR gaming startups between 2016-2019 would have been redirected to other gaming innovations. Mobile esports might have received earlier and more substantial backing, potentially accelerating their mainstream adoption by 2-3 years.

  • Alternative Nintendo mobile strategy: Without the Pokémon GO partnership success, Nintendo might have pursued a different mobile strategy, possibly releasing more of their first-party IPs (like Mario and Zelda) as traditional mobile games rather than maintaining their primarily console-focused approach.

Tech Industry Impact

The failure of AR gaming would have sent ripples throughout the tech industry:

  • Niantic's downfall: Without Pokémon GO's success, Niantic likely would have struggled to secure additional funding after the game's failure. The company, valued at nearly $4 billion in our timeline by 2019, might have been acquired at a fraction of that value or disappeared entirely.

  • Google's AR direction: Google might have refocused its AR efforts exclusively on practical applications like Google Maps navigation and Google Lens, abandoning entertainment applications altogether. This could have accelerated the development of utilitarian AR features by 1-2 years.

  • Apple's AR strategy reconsideration: Apple's ARKit, released in 2017, was partly motivated by the potential of AR gaming demonstrated by Pokémon GO. Without this proof of concept, Apple might have delayed its AR development toolkit or limited its scope to commercial applications like furniture placement and interior design.

Social and Cultural Effects

The absence of mainstream AR gaming would have affected social behaviors and cultural trends that emerged in its wake:

  • Different park usage patterns: The phenomenon of "Pokémon GO parks" – where public spaces became informal gathering spots for players – would never have materialized. Urban planners who, in our timeline, began incorporating gaming considerations into public space design would have continued traditional approaches to community spaces.

  • Decreased physical activity: Studies in our timeline showed that Pokémon GO users increased their daily step count by an average of 1,500 steps. Without this motivation, the modest but measurable public health benefit of AR gaming would not have occurred, potentially resulting in slightly higher rates of sedentary behavior among young adults.

  • Alternative social gaming trends: The "shared experience" aspect of AR gaming, where strangers connected through gameplay in public spaces, would not have emerged. Instead, social gaming might have evolved more strongly in purely digital spaces, with greater emphasis on virtual world socialization rather than blending digital and physical interactions.

Academic and Research Directions

The academic and research communities would have adjusted their focus in response to AR gaming's failure:

  • Research funding reallocation: The National Science Foundation and similar organizations, which dedicated millions to studying AR gaming's effects on behavior, social interaction, and public health, would have directed these funds to other emerging technologies.

  • Virtual Reality prioritization: Without AR's commercial success, VR might have received a larger share of research attention and funding, potentially accelerating its development and adoption for gaming and social applications.

  • Different educational technology path: The educational applications of AR gaming (like historical site exploration games) that began appearing in schools around 2018-2019 would never have materialized, leaving educational technology to develop along different paths, perhaps with greater emphasis on purely virtual environments.

Business Model Evolution

The business landscape would have evolved differently without AR gaming's influence:

  • Location-based marketing alternatives: The "PokéStop model," where businesses paid to become featured locations in AR games, would never have developed. Local businesses would have continued to rely on traditional digital marketing and emerging social media strategies without the footfall benefits that AR gaming provided.

  • Different sponsorship patterns: The corporate sponsorships that became common with AR games (like McDonald's and Starbucks partnerships with Pokémon GO) would not have emerged, leaving those marketing budgets to be spent on traditional advertising or other digital channels.

  • Altered mobile monetization: The specific freemium model refined by successful AR games, balancing location-based advantages with purchasable items, would not have influenced the broader gaming industry. Mobile game monetization might have developed more aggressive microtransaction models in the absence of AR gaming's location-based value proposition.

Long-term Impact

Smartphone Evolution

By 2025, the absence of AR gaming would have significantly altered smartphone hardware and software development:

Hardware Divergence

  • Camera systems: Without AR gaming driving demand for better spatial awareness in smartphone cameras, manufacturers might have focused exclusively on traditional photography improvements. The dual and triple camera arrays common by 2025 would likely still exist but would have been optimized differently, with greater emphasis on zoom capabilities and low-light performance rather than depth sensing and environmental mapping.

  • Battery technology: The intensive battery demands of AR applications spurred research into more efficient power management and battery technology. Without this catalyst, smartphone battery innovation might have progressed 20-30% slower, resulting in less impressive gains in battery life by 2025.

  • Sensors and processors: The sophisticated motion sensors, spatial mapping capabilities, and dedicated neural processing units that accelerate AR functions in 2025's smartphones would have developed along different lines. Instead of spatial awareness, processing power might have been more heavily optimized for video processing and AI-driven photography.

Software Development

  • Operating system integration: Both iOS and Android integrated AR capabilities at the system level between 2017-2019, partly in response to gaming applications. Without this motivation, AR frameworks would likely remain specialized developer tools rather than core OS features, limiting their accessibility and implementation.

  • App ecosystem: The approximately 12,000 AR-enabled apps available by 2025 in our timeline would be reduced to perhaps a few hundred specialized applications focused on industrial, medical, and high-end retail use cases, never penetrating the mainstream consumer experience.

Gaming Industry Transformation

The gaming landscape of 2025 would look substantially different without the AR gaming boom:

Alternative Mobile Gaming Evolution

  • Sophisticated idle games: The mobile market might have evolved toward increasingly complex "idle" or "incremental" games that reward periodic check-ins rather than continuous engagement, as these align well with mobile usage patterns without requiring AR's active, location-based play.

  • Premium mobile experiences: Without AR gaming demonstrating alternative monetization methods, the mobile gaming industry might have more aggressively pursued premium-priced games with console-like experiences, potentially raising the average quality and complexity of mobile titles.

  • Earlier cloud gaming adoption: Resources that went into AR gaming might instead have accelerated cloud gaming services, potentially making game streaming services like Xbox Cloud Gaming and GeForce NOW more advanced and widely adopted by 2025 than they are in our timeline.

Console and PC Gaming Direction

  • VR dominance: Without AR competing for development resources and public attention, VR gaming might have achieved greater mainstream success. The resources Meta (formerly Facebook) allocated to AR development in our timeline could have been concentrated on improving the Oculus platform, potentially leading to lighter, more affordable headsets and more compelling content libraries by 2022-2023.

  • Different Nintendo strategy: Nintendo, which benefited enormously from Pokémon GO's success without direct development costs, might have been forced to pursue different innovation directions. The Switch's successor might have more aggressively incorporated VR features or doubled down on traditional gaming experiences with higher technical specifications to compete with Sony and Microsoft.

Broader Technological Impact

Beyond gaming, AR's stunted growth would have affected adjacent technologies and industries:

Wearable Technology

  • Smartglasses delay: Companies like Apple, Meta, and Google have invested heavily in AR smartglasses, with early consumer versions appearing around 2023-2024 in our timeline. Without AR gaming proving the appeal of the technology, these products might have been delayed by 3-5 years or pivoted to focus exclusively on enterprise applications.

  • Fitness wearable evolution: Fitness trackers and smartwatches might have more aggressively incorporated gamification elements to fill the motivation gap left by the absence of movement-encouraging AR games. This could have resulted in more sophisticated virtual coaching and competition features in fitness wearables by 2023.

Social Media Development

  • Different social app evolution: Features like Snapchat's AR filters and Instagram's AR effects gained significant investment following AR gaming's demonstration of mass-market appeal. Without this proof of concept, social media platforms might have directed innovation toward different features, perhaps more heavily emphasizing video content creation tools or social commerce earlier.

  • Virtual social spaces: With AR failing to bridge digital and physical social interactions, there might have been stronger investment in purely virtual social platforms. Facebook's pivot to the metaverse might have occurred 1-2 years earlier, with greater emphasis on fully virtual environments rather than augmented ones.

Economic Implications

By 2025, the economic landscape would reflect AR gaming's absence:

Market Size Differences

  • Unrealized market: The global AR gaming market, valued at approximately $35 billion in 2024 in our timeline, would largely not exist. These consumer entertainment dollars would have been distributed across traditional mobile gaming, console gaming, and other entertainment sectors.

  • Tourism impact: The "Pokémon tourism" phenomenon, where players traveled to specific locations for rare in-game opportunities, generated an estimated $7.5 billion in tourism revenue between 2016-2024. Without AR gaming, these travel patterns and their economic benefits would not have materialized.

Employment and Skill Development

  • Different technical specializations: The thousands of developers who specialized in AR gaming technologies would have developed expertise in other areas. Universities might have emphasized different specializations in their computer science and digital design programs, potentially focusing more on traditional game development, AI, or cloud computing.

  • Community management evolution: The distinct community management challenges of AR gaming, which involve moderating behavior that spans digital and physical spaces, would never have emerged. Community management as a profession might have remained more focused on purely online interactions.

Societal and Cultural Effects

The long-term societal implications of AR gaming's absence would be subtle but significant:

Physical-Digital Relationship

  • Delayed integration of digital and physical: AR gaming served as many people's first sustained experience with technology that meaningfully blended digital and physical realities. Without this introduction, public familiarity and comfort with digital-physical integration might be several years behind our timeline, affecting adoption of related technologies.

  • Different approach to public spaces: The concept of "digital layer rights" – questions about who can place digital content in relation to physical locations – emerged largely from AR gaming controversies. Without these catalysts, legal frameworks for managing augmented public spaces might remain undeveloped by 2025.

Health and Social Behavior

  • Alternative exercise motivators: Studies showed that Pokémon GO users walked an additional 1,500 steps daily on average during active play periods. Without this incidental exercise, public health initiatives might have more aggressively pursued other technological interventions to combat sedentary lifestyles.

  • Different social connection patterns: AR gaming created unique social dynamics where players connected in physical spaces through digital shared experiences. Without these interactions, online-to-offline social connection might have developed along different paths, perhaps more heavily mediated through conventional social networks.

Scientific Research and Academic Focus

By 2025, the academic and research landscape would reflect different priorities:

Research Direction

  • Altered human-computer interaction focus: HCI research, which devoted significant attention to AR interactions from 2016 onward, might have remained more heavily focused on screen-based interfaces, voice interactions, and traditional input methods.

  • Different emphasis in psychology studies: The distinctive psychological effects of AR experiences, from spatial perception to the "presence" of digital elements in physical space, would remain less thoroughly studied, with greater research emphasis perhaps on purely virtual environments.

Educational Applications

  • Alternative educational technology development: Without the template of educational AR games, teaching technologies might have evolved with greater emphasis on immersive VR or sophisticated simulation rather than location-based learning tools that blend real-world exploration with digital information.

Expert Opinions

Dr. Marcus Chen, Professor of Interactive Media at MIT and author of "Digital-Physical Convergence," offers this perspective:

"The failure of AR gaming to emerge would have created a significant 'experience gap' in our technological evolution. Pokémon GO and its successors served as training wheels for the general public's understanding of how digital and physical reality could meaningfully interact. Without this mass-market introduction to augmented reality concepts, we would likely see much slower adoption of AR in other domains. The millions who played AR games developed an intuitive grasp of concepts like spatial mapping, digital object permanence, and location-based digital experiences. This cognitive foundation would be missing in a world where AR gaming never took off, potentially delaying broader AR adoption by five to seven years. The technology might still exist, but it would remain primarily in professional and industrial contexts rather than becoming part of everyday digital life."

Dr. Sophia Winters, Cultural Anthropologist specializing in digital communities at University College London, offers this perspective:

"AR gaming created novel social dynamics that have subtly influenced how we understand community in the digital age. The phenomenon of strangers gathering in physical locations, united by shared digital experiences, represented a unique hybrid form of social interaction. Without AR gaming popularizing this model, I believe our conceptualization of online-offline community boundaries would remain more rigid. We've seen AR gaming concepts influence everything from dating apps to political organizing, with location-based digital experiences becoming normalized social behavior. In a timeline where AR gaming never emerged, I suspect we'd see stronger distinctions between 'online friends' and 'real-world friends,' with fewer bridging experiences between these domains. The spontaneous public gatherings and community formation that characterized early Pokémon GO would never have demonstrated how digital platforms can catalyze real-world community formation in new ways."

Alex Rodriguez, Former Product Director at Niantic and current CEO of Immersive Futures Consulting, offers this perspective:

"The business model innovations that emerged from AR gaming have influenced digital product design far beyond games. The concept of 'location as value' – that being physically present somewhere can confer digital advantages – has spread to loyalty programs, social media, and retail experiences. Without AR gaming proving the commercial viability of this approach, digital services would likely remain more detached from physical location in their value propositions. Furthermore, the privacy and data use expectations surrounding location-based services were significantly shaped by the debates around AR gaming. The industry-wide practices for handling sensitive location data might have evolved much differently – and probably less stringently – without the high-profile discussions sparked by millions suddenly sharing their movements through gaming platforms. From a product development perspective, I believe we'd see far fewer digital experiences designed to enhance rather than replace real-world interactions."

Further Reading