Augmented Reality (AR) refers to a technology and experience that overlays digital information onto the real world, extending how a physical environment is perceived. In the provided context, AR is discussed mainly in relation to pervasive games and location-based games, where game experiences are expanded into everyday real space. A representative example is Pokémon GO, which uses smartphones to combine AR and location data, drawing players into real-world movement for activities such as collecting monsters and controlling territory.
The context also places AR within broader discussions of how games cross the boundary between game space and ordinary life. Alongside ARGs and pervasive games, AR is described as a way of acting on the player’s environment beyond the traditional “magic circle” of play. This means that the game is not confined to a separate, clearly bounded space, but can interact with streets, public places, and the player’s immediate surroundings. In this sense, AR contributes to the blurring of boundaries between game and reality.
However, the provided passages do not give a technical definition of AR itself beyond these game-related examples and uses. The entry therefore reflects only the context available here.