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Pokemon culture
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Pokemon culture






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Pokemon culture Presentation Transcript

  • 1. POKEMON Culture
  • 2. http://www.youtube.com/watch?v=GgINGJsAjA0
  • 3. AGENCY
  • 4. AGENCY
  • 5. NOT A POKEMON CARD“These Nintendo writers are regular psychologists of the prepubescent mind.” -April 09, 1999 Laura Sessions Stepp The WashingtonPost
  • 6. Corporation
  • 7. Consumer > Corporation
  • 8. Market > Consumer > Corporation
  • 9. “There are thousands and “It is very difficult for any thousands of competitors for franchise to come into that honored slot. Even more prominence in the kid world, difficult is trying to keep withinto be forefront in their minds” a kid consciousness for more than the 18 months or three years these things normally last.” Gene Del Vecchio The New York Times “Pokemon is Catching, and Keeping, Them”
  • 10. AGENCY
  • 11. “I wish to argue that parents and teachers should worry less about the debilitating effects “I think that the appeal to on children – especiallychildren of gender stereotypes affluent children – of toys andconveys an important message television and worry more for adults: things have not about ways to improve accesschanged as much as we might to education and wish to believe.” p.230 entertainment for children against whom the odds are already stacked.” p.234 Ellen Seiter Sold Separately Rutgers University Press, 1993
  • 12. ??
  • 13. This Guy
  • 14. Card Game
  • 15. Card GameVideo Game
  • 16. TV Show Card GameVideo Game
  • 17. Social EconomicalEducational Market
  • 18. Social
  • 19. “This is the age when children start looking for ways to be friends with otherchildren – and exchanging ideas about Pokemon seems to give them theentrance to these early friendships.”-Otto Weininger (Psychologist at Ontario Institute for Studies in Education)“Pokemon: Is it good for kids?” The Toronto StarNovember 9, 1999
  • 20. “Psst, afraid to ask the kids? Read on” “But perhaps that is part of the attraction to children: The Pokemon Universe is so otherworldly that parents and other adults watching from the outside have a tough time getting in.” Steve Dawson The Straits Times February 9, 2000
  • 21. A six-step program for your Poke-aholic Step 1: Little Johnny has to recognize and admit he has a problem, says Jay. Step 2: Suggest a new activity to replace the Pokemon obsession. Step 3: Take a hard look at yourself and how you’re contributing to your child’s problem. Step 4: Resist the urge for an all-out pocket-monster purge. Step 5: Act now, and understand the likelihood of relapse, especially at the holidays. Step 6: If all else fails, evolve into an adult Pokemon expert. The Gazette (Montreal, Quebec) November 13, 1999
  • 22. Educational
  • 23. “In defense of Pokemon: A 10-year-old says thatfar from disrupting his education, Pokemon has taught him skills” Adam Rogers-Green December 14, 1999 The Globe and Mail (Canada)
  • 24. OR
  • 25. Games….. Useful?
  • 26. “Cognitively, this is where kids are at – they likeordering and computing and categorizing, so thewhole Pokemon fantasy is appealing.” – Christine Wekerle of York University Louise Brown The Toronto Star “Pokemon: Is it Good for Kids?”
  • 27. Economical
  • 28. “Game Theory: Making a Fortune, One Monster at a time” “At some point hunting wild Pokemon stops making economic sense. You can get so much farther as a day trader, churning high-growth Pokemon on the open market.” “No doubt, a Pokemon futures market is imminent. And these are 10-year olds. In 20 years, these people are going to be running the stock market. Heaven help the Dow.”J.C. HerzThe New York Times
  • 29. Gary Cross The Cute and the Cool Oxford University Press, 2004 “The commercialization of wonder was aproduct of aggressive marketing, evolutionary media, and an increasingly child-centered,child-indulgent family. Manufacturers did not merely manipulate nostalgic and insecure parents, or exploit naïve and impressionable children. Rather, children’s consumer goods and media met the changing needs of a new family as it evolved after 1900.” .p202
  • 30. Market
  • 31. “FAD”?
  • 32. Results in ProQuest for Search Query Pokemon by Year Hint: This is 2000.
  • 33. Intent
  • 34. “When you create something thinking first of how itwill benefit you, you are making the kind of productthat is soulless and unethical.When you create something thinking first about thevalue it will provide customers you are doingsomething that builds lasting loyalty.” -Raph Koster
  • 35. CreatorDistributorConsumers
  • 36. Thank you