10 years of Pokémon Go and the millions still trying to catch 'em all

Michael Steranka, vice president at the mobile game's owner Scopely, says it has always been about bringing people together.

Derek Kimura
8 Min Read
10 years of Pokémon Go and the millions still trying to catch 'em allWikimedia Commons

# Pokémon Go at 10: The Augmented Reality Experiment That Became a Social Infrastructure

A decade after it turned smartphone owners into wandering monster hunters, Pokémon Go is still going — and still defying the conventional wisdom about mobile games.

The app, which launched in 2016 and is now celebrating its 10th anniversary, uses GPS and augmented reality to let players find and catch virtual creatures in real-world locations. It has been downloaded more than a billion times across iOS and Android, with millions still logging on daily. By any measure, that places it among the most durable mobile gaming properties ever built.

But the more interesting story is not the download count. It is how a game that began as a cultural frenzy — one that once sent crowds flocking to parks, waterfronts, and shopping malls — has quietly evolved into something closer to a social platform, one that its publisher now describes in terms usually reserved for community organizations rather than entertainment products.

## From Craze to Constancy

When Pokémon Go launched, it became one of the biggest mobile game launches in history. The technology overlays digital creatures onto a live camera view of the real world, making it appear as though they are standing in front of the player. The novelty was immediate and the scale was unprecedented.

Matthew Reynolds, editor of Pokémon news website One More Catch, put it succinctly: the game realized “the millennial dream of becoming a Pokémon Trainer” by letting people take their phones outside to discover virtual creatures.

The initial hype inevitably brought problems. Police and safety groups warned players not to become so engrossed in catching the next creature that they put themselves in danger. Server infrastructure buckled under the strain, and Reynolds noted connectivity problems were “rife for some time.”

The pandemic posed a different kind of challenge. While much of the gaming industry benefited from lockdowns, Michael Steranka, vice president of product at publisher Scopely, says the initial strict restrictions “impacted Pokémon Go probably more than any other game out there” — a logical consequence for a game designed around physical movement and gathering. The game later rebounded as restrictions eased.

## The Community Thesis

What stands out now is how central community has become to the game’s identity. Scopely estimates players have explored over 100 billion kilometres while playing — roughly 334 round trips between the Earth and the Sun. The game has hosted major live events in more than 60 countries, averaging more than 400,000 attendees per year since the first Go Fest in 2017.

On Thursday, hundreds of gamers gathered in New York’s Times Square to battle a giant Mewtwo — a callback to the game’s original trailer published over a decade ago. It is the kind of physical event that most mobile games never attempt, let alone sustain for ten years.

Steranka frames community as the foundation, not a feature. “Pokémon Go will always start with community — we think we’re only scratching the surface here,” he says. The company says it regularly receives wedding invitations from players who met through the game.

UK content creator j0beats, who runs one of Twitch’s biggest channels dedicated to the game, travels to events like the one in New York and frames the appeal in festival terms. “People always think it’s crazy that you travel all over just to catch some pixels,” she says. “But it’s not just about that. When you go to these big events, you’re there for the people and for the energy of it.”

Her fondest memory, she says, was closer to home: when Pokémon Go’s Wild Area event came to Doncaster in South Yorkshire in 2025 — the only European event that year — and she collaborated with community ambassadors there.

## Mental Health and Motivation

Perhaps the least expected outcome is the game’s documented impact on mental health. Austin, a player based in Maine who has been playing since 2017, described being unable to motivate himself due to anxiety and depression before he started playing. His first raid meetup, he says, was “like a warm blanket.”

“As I held my phone and walked to the group of strangers in the park, I saw them look at me, and for the first time I wasn’t nervous meeting this new group of people, I was actually excited and happy,” he said. “From that day on that little voice telling me to stay in bed was put on mute.”

Anecdotal, certainly — but consistent enough across the player base that Scopely now treats it as part of the game’s value proposition rather than a side effect.

## The Ownership Question

The game’s future took on new uncertainty in 2025, when Scopely — itself owned by Saudi Arabia’s Public Investment Fund — acquired developer Niantic for $3.5 billion (then £2.7 billion). Some fans questioned how the change might alter the game’s direction.

Steranka’s response is measured: “My hope is that we prove to players over time that this is definitively a good thing for the game and the community.”

Looking ahead, he says the focus remains on community, memories, and creating experiences families can share. “It meets people where they are, at whatever phase of life they’re in,” he says.

## The Bigger Picture

Ten years on, Pokémon Go is a useful case study in what augmented reality can achieve when it is tied to an existing cultural property and designed around physical presence rather than screen time. The technology itself was never particularly sophisticated — overlaying creatures on a camera feed is technically straightforward. The harder problem was building something durable enough to survive the hype cycle, a pandemic, and a change of ownership.

That Pokémon Go has done all three, and still draws millions daily, suggests the real innovation was never the AR. It was the social infrastructure — the events, the meetups, the shared physical spaces — that the technology enabled. For a game about catching fictional creatures, that may be the most real-world outcome of all.

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