'It is a Pokemon world': The Pokemon franchise and the environment

The Pokémon franchise and the environment

Research output: Contribution to journalArticle

11 Citations (Scopus)

Abstract

Originating in 1996, Pokémon has become the second most successful game-based franchise in the world and arguably one of the best-known examples of transmedia storytelling in youth media today. Based around creator Satoshi Tajiri’s love of insect collecting, Pokémon imagines a world where wild creatures exist to be collected, trained and battle with one another. Such an ideology, simultaneously embracing both the conservation and consumption of nature, is emblematic of the larger challenges Japan has had to negotiate as a nation trying to balance economic development and environmental protection. In this way, this article argues that, when subjected to textual analysis, the Pokémon franchise can function as vernacular theory, interrogating the relationship between environmentalism, materialism and sustainable development, a series of popular youth media texts engaging with issues and subjects that are usually reserved for academia.

Original languageEnglish
Pages (from-to)399-414
Number of pages16
JournalInternational Journal of Cultural Studies
Volume17
Issue number4
DOIs
Publication statusPublished - 2014
Externally publishedYes

Fingerprint

materialism
environmental protection
love
sustainable development
ideology
conservation
Japan
economics

Cite this

@article{3d84ef77b0c345958e3d9bb365244bd1,
title = "'It is a Pokemon world': The Pokemon franchise and the environment: The Pok{\'e}mon franchise and the environment",
abstract = "Originating in 1996, Pok{\'e}mon has become the second most successful game-based franchise in the world and arguably one of the best-known examples of transmedia storytelling in youth media today. Based around creator Satoshi Tajiri’s love of insect collecting, Pok{\'e}mon imagines a world where wild creatures exist to be collected, trained and battle with one another. Such an ideology, simultaneously embracing both the conservation and consumption of nature, is emblematic of the larger challenges Japan has had to negotiate as a nation trying to balance economic development and environmental protection. In this way, this article argues that, when subjected to textual analysis, the Pok{\'e}mon franchise can function as vernacular theory, interrogating the relationship between environmentalism, materialism and sustainable development, a series of popular youth media texts engaging with issues and subjects that are usually reserved for academia.",
keywords = "environmentalism, games, media franchises, Pok{\'e}mon, sustainable development, toys, youth media",
author = "Jason Bainbridge",
year = "2014",
doi = "10.1177/1367877913501240",
language = "English",
volume = "17",
pages = "399--414",
journal = "International Journal of Cultural Studies",
issn = "1367-8779",
publisher = "SAGE Publications Ltd",
number = "4",

}

TY - JOUR

T1 - 'It is a Pokemon world': The Pokemon franchise and the environment

T2 - The Pokémon franchise and the environment

AU - Bainbridge, Jason

PY - 2014

Y1 - 2014

N2 - Originating in 1996, Pokémon has become the second most successful game-based franchise in the world and arguably one of the best-known examples of transmedia storytelling in youth media today. Based around creator Satoshi Tajiri’s love of insect collecting, Pokémon imagines a world where wild creatures exist to be collected, trained and battle with one another. Such an ideology, simultaneously embracing both the conservation and consumption of nature, is emblematic of the larger challenges Japan has had to negotiate as a nation trying to balance economic development and environmental protection. In this way, this article argues that, when subjected to textual analysis, the Pokémon franchise can function as vernacular theory, interrogating the relationship between environmentalism, materialism and sustainable development, a series of popular youth media texts engaging with issues and subjects that are usually reserved for academia.

AB - Originating in 1996, Pokémon has become the second most successful game-based franchise in the world and arguably one of the best-known examples of transmedia storytelling in youth media today. Based around creator Satoshi Tajiri’s love of insect collecting, Pokémon imagines a world where wild creatures exist to be collected, trained and battle with one another. Such an ideology, simultaneously embracing both the conservation and consumption of nature, is emblematic of the larger challenges Japan has had to negotiate as a nation trying to balance economic development and environmental protection. In this way, this article argues that, when subjected to textual analysis, the Pokémon franchise can function as vernacular theory, interrogating the relationship between environmentalism, materialism and sustainable development, a series of popular youth media texts engaging with issues and subjects that are usually reserved for academia.

KW - environmentalism

KW - games

KW - media franchises

KW - Pokémon

KW - sustainable development

KW - toys

KW - youth media

UR - http://www.scopus.com/inward/record.url?scp=84908505326&partnerID=8YFLogxK

U2 - 10.1177/1367877913501240

DO - 10.1177/1367877913501240

M3 - Article

VL - 17

SP - 399

EP - 414

JO - International Journal of Cultural Studies

JF - International Journal of Cultural Studies

SN - 1367-8779

IS - 4

ER -