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Tracy Birchall COMU 3005

Tracy Birchall COMU 3005.

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Tracy Birchall COMU 3005

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  1. Tracy Birchall COMU 3005 From humble origins in Japan, no-one could have imagined the success that would follow this brand around the world. Japan has a known culture for creating thousands of different animated enterprises, however to this day none have been as permanently successful as [what I shall address as] the ‘POKEMON REVOLUTION’. I will use the circuit of culture model as established in the text Doing Cultural Studies: The Story of the Sony Walkman in order to perform a cultural study of the phenomenon and indentify its cause of success over other similar Japanese enterprises. "In the history of the toy industry, there has never been a hit so global, so multimedia, so rapid, so long-lasting as Pokémon.” – Seth McGowan (Toy-Industry Analyst)

  2. Production – ‘ORIGINS’ How has Pokémon been represented in terms of specific values and beliefs and patterns of working? Creator • The idea for Pokémon was first conceived by Satoshi Tajiri in 1990 when he developed the idea for the first Pokémon video game. • Since then, many other people have been important participants in the expansion of the franchise. Each of these people are in control of their own segments, however they are all governed by the same motives. • http://en.wikipedia.org/wiki/Pokemon Inspiration • The idea stems from Taiiri’s childhood hobby of insect collecting. • He envisioned Pokémon as a way to enhance the communication abilities of the Gameboy console. Country of Origin • Pokémon is a product of Japan, therefore production is closely associated the influence of Japanese culture (futuristic technology etc). • Paul Du Gay et. al. - The Walkman: How ‘Japanese’ is it?

  3. Identity – ‘POWER’ What identities are associated with the product? The Rules of Pokémon • First and foremost Pokémon was established as a game and therefore the rules of such game severely define the type of identities that ‘Pokémon Trainers’ should posses and idealise. • These are – COLLECTER, TRAINER, BATTLER. And all of which embody a great deal of POWER. “Pokémon 101: The essence of Pokémon is Battling” - Official Pokémon Emerald Game Guide (2005) “Gotta catch them all” – Original Pokémon slogan The Main Character • Ash Ketchum is the essential character in the Pokémon games and TV serries. He executes the rules of Pokémon with perfection and therefore embodies the perfect identity of a ‘Pokémon Master’. • The Character was created in essence of Pokémon creator Satoshi Tajiri. What does this say about the creator and the motives behind the ‘Pokémon Revolution’? • Discussion of the person of Satoshi Taiiri - Howard Chua-Eoan and Tim Larimer - TIME MAGAZINE – Beware of Pokemainia

  4. Representation -“Welcome to the WORLD of Pokemon” How does the enterprise represent itself? Virtual Reality • The video game is a RPG (Role Play Game) in which players have the freedom to make decisions for themselves. Therefore the throughout the Pokémon video games, Pokémon is represented as a virtual reality. Convergence • This virtual world is transferred into the real world as the Pokémon enterprise emerges into our culture through various other forms and products. E.g. What was once a 2 dimensional character on screen is now available in the flesh – Pokémon Plushiesand Trading Card games. Childs Play • Furthermore through various products and product presentation/placement, Pokémon has become associated as a children's brand. • Comparing the parallels between Pokémon, the internet and the role-plays forged in the adult world of business. Adrian Mello – The Pokémon Parallel.

  5. Regulation and Consumption What kind of meanings are established through usage and consumption? • The Pokémon enterprise has spread dramatically to a wide variety of different texts > Gameboy games (which continued to progress and upgrade onto other consoles), Trading card game, Animated series, Animated films, Soundtracks, Manga, Dedicated stores, and SO MUCH MORE! • It has been adapted into many different languages. • Therefore the enterprise is available to a wide variety of the world . It is a global product and therefore consumed by thousands of different people in thousands of different ways. How was/is the Pokémon enterprise Regulated? • Several studies have concluded that - “No significant gender differences were found regarding who collected Pokémon cards and how many cards they had collected. (Funk & Buchman, 1996; Linn & Lepper, 1987; Wright et al., 2001). Pokémon: Exploring the Role of Gender • Therefore, in regards to gender, the Pokémon enterprise remains largely un-regulated. • Because of the diversity and global reach of the Pokémon company, little can be done in attempt to regulate the products. • Instead, just as the game yields power to the player, so too does the Pokémon company yield the power of regulation to the Poke-fan. For example, in the Pokémon Trading Card game it is entirely up to the individual players as to what rules they use. • Therefore the biggest regulator is the limits of individual imagination. • Perhaps another significant regulating party would be parents and academics/researchers/popular media sites who are severely opposed to the practises and morals of the Pokémon enterprise and those who fear the effect it will have on our children.

  6. Further Research and Issues Further Research • David Buckingham and Julian Sefton-Green - GottaCatch 'em all: Structure, Agency and Pedagogy in Children's Media Culture • Tim Jordan - The Pleasures and Pains of Pikachu. • John Horton - ‘Got my shoes, got my Pokémon’: Everyday geographies of children’s popular culture. Poké Mania • “The contest involves five golden tickets inserted into five randomly selected "Pokémon: The First Movie" VHS packages (@ la Roald Dahl's "Charlie And The Chocolate Factory"). The recipients will win a prize package including a first-- edition starter set of game cards featuring Team Rocket (the hilarious Pokémon villains); a trip for two (child plus parent or guardian) to Japan, where they'll meet with the Pokémon card game creator Mr. Ishihara; and a $1,000 shopping spree at retail store the Pokémon Center”. MoriaMcCormic - Warner unleashes massive compaign for 'Pokemon' release Issues There is an excessive amount of information about the cultural product Pokémon, and therefore there is excessive amounts of conflicting Ideals. Therefore this makes researching severely difficult as I have to sift through all the information and I must choose the most appropriate for my study. This is going to be very hard because of the wide scope. I am therefore perhaps wondering should I focus my study on one specific Pokémon product? Like Just the Trading Card Game? Just the Plushies? Just the Anime? In doing this I must also achieve the perfect amount of distance from my own personal experiences with the Pokémon in order to generate a well executed argument about the cultural phenomenon.

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