Pokemon Case Study – Yohaan P. Sharma 1537214

“Pokémon Case Study.” Pokémon Cast Study. N.p., n.d. Web.

This online paper traces the movement of Pokémon from Japan, its origin, and how it spread across the world.  In addition to this, the paper also discusses the merchandise that the franchise has spawned and how the product was slightly altered so that it could be accepted in other parts of the world.

Essentially, this paper deals with the path that Pokémon took to becoming a global phenomenon.

Emerson begins his paper by discussing the Game Boy. The Game Boy was a handheld video game console that could access games through cartridges. The cartridges would need to be bought separately and each cartridge acted as the storage unit for a game. The comparison of the ATM could help in understanding this system.

Thinking of the Game Boy itself as the ATM, the cartridge would be the card that is used to gain access to the bank account through the ATM. Different cards could access different bank accounts but all potentially through the same ATM depending on which card was used.

The Game Boy is important to discuss because Pokémon was first released on the Game Boy platform falling under the Role-Playing Game (RPG) genre. X goes on to talk about the objectives of the game and the way in which products within the game anticipates its status as a commercial cultural phenomenon.

X states that Nintendo, part owner of Game Freak, producer of the games, was not enthusiastic about the game initially because the early stages of the release did not classify Pokémon as a hit but its popularity grew steadily through word of mouth. This is probably due to the fact that the game could not be fully completed unless a player was able to link his game to another one for trade.

The popularity of Pokémon grew so much that Nintendo made an arrangement with Shogakukan, a children’s publisher, to run Pokémon comics in their magazine Koro-Koro Comics; a book that, until today, releases Pokémon information periodically as well as information of other Nintendo characters and games.

The reception of the comic series led to the development of the television series that is, today, running into its nineteenth season in Japan. While the producers of the game were hesitant fearing that poor television could hamper the sales of the game, the writers of the show were forced to play the game extensively in order to make the show as compatible to the game as possible. The television series was so well received that Nintendo made a new Pokémon game that closely mirrored the game’s plots and characters, though this was the only game that did so and from then the television series adapts the characters and plots from the games into the show itself.

This case study helps in situating how Pokémon as a franchise spread across Japan and how various forms of media served to complement each other and add to the credibility and reach of the franchise.


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