Digital media and mobile applications used for leisure have become increasingly interwoven into people’s daily lives. Although playful mobile applications and their effects on society have been studied from a psychological, business, and computer science perspective, they have not been heavily engaged in the field of geography. Using Pokémon GO as a case study, this work aims to explore the ties between the corporate history and digital data of Niantic (the company that made Pokémon GO) and the effect it imposes on the “real world”. It aims to conduct a spatial analysis of pokéstops and pokégyms in King County, Washington. In order to do this, a discourse analysis of online documents from Niantic, newspapers, social media, and fan websites recounting the company's history with previous applications and press interviews was conducted. In addition, a hotspot spatial analysis of Pokémon GO (pokéstops and pokégyms) overlaid on American Community Survey data was created. The purpose of this analysis is to see potential spatial inequalities that the application may have created. The findings show Niantic’s lack of ethical consideration by how it deals with users data and privacy and as a result shows how the users have responded to issues in the past. The results also illustrate the skewing of data toward urban tech centers and the relative sparsity in rural areas, rendering use of the app pointless for certain users. Pokémon GO is the first location-based augmented reality mobile application to garner worldwide attention, and many application developers will likely use it as a point of reference when creating their own applications. It is imperative that developers and researchers learn from this application’s successes as well as its failures.