Pikachu's Global Adventure: The Rise and Fall of Pokemon
Initially developed in Japan by Nintendo as a computer game, Pokémon swept the globe in the late 1990s. Based on a narrative in which a group of children capture, train, and do battle with over a hundred imaginary creatures, Pokémon quickly diversified into an array of popular products including com...
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Durham
Duke University Press
[2004]
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Schlagworte: | |
Online-Zugang: | FAB01 FAW01 FCO01 FHA01 FKE01 FLA01 UBG01 UPA01 Volltext |
Zusammenfassung: | Initially developed in Japan by Nintendo as a computer game, Pokémon swept the globe in the late 1990s. Based on a narrative in which a group of children capture, train, and do battle with over a hundred imaginary creatures, Pokémon quickly diversified into an array of popular products including comic books, a TV show, movies, trading cards, stickers, toys, and clothing. Pokémon eventually became the top grossing children's product of all time. Yet the phenomenon fizzled as quickly as it had ignited. By 2002, the Pokémon craze was mostly over. Pikachu's Global Adventure describes the spectacular, complex, and unpredictable rise and fall of Pokémon in countries around the world.In analyzing the popularity of Pokémon, this innovative volume addresses core debates about the globalization of popular culture and about children's consumption of mass-produced culture. Topics explored include the origins of Pokémon in Japan's valorization of cuteness and traditions of insect collecting and anime; the efforts of Japanese producers and American marketers to localize it for foreign markets by muting its sex, violence, moral ambiguity, and general feeling of Japaneseness; debates about children's vulnerability versus agency as consumers; and the contentious question of Pokémon's educational value and place in school. The contributors include teachers as well as scholars from the fields of anthropology, media studies, sociology, and education. Tracking the reception of Pokémon in Japan, the United States, Great Britain, France, and Israel, they emphasize its significance as the first Japanese cultural product to enjoy substantial worldwide success and challenge western dominance in the global production and circulation of cultural goods.Contributors. Anne Allison, Linda-Renée Bloch, Helen Bromley, Gilles Brougere, David Buckingham, Koichi Iwabuchi, Hirofumi Katsuno, Dafna Lemish, Jeffrey Maret, Julian Sefton-Green, Joseph Tobin, Samuel Tobin, Rebekah Willet, Christine Yano |
Beschreibung: | Description based on online resource; title from PDF title page (publisher's Web site, viewed 12. Dez 2020) |
Beschreibung: | 1 online resource (306 pages) |
ISBN: | 9780822385813 |
DOI: | 10.1515/9780822385813 |
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520 | |a Topics explored include the origins of Pokémon in Japan's valorization of cuteness and traditions of insect collecting and anime; the efforts of Japanese producers and American marketers to localize it for foreign markets by muting its sex, violence, moral ambiguity, and general feeling of Japaneseness; debates about children's vulnerability versus agency as consumers; and the contentious question of Pokémon's educational value and place in school. The contributors include teachers as well as scholars from the fields of anthropology, media studies, sociology, and education. Tracking the reception of Pokémon in Japan, the United States, Great Britain, France, and Israel, they emphasize its significance as the first Japanese cultural product to enjoy substantial worldwide success and challenge western dominance in the global production and circulation of cultural goods.Contributors. | ||
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Datensatz im Suchindex
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adam_txt | |
any_adam_object | |
any_adam_object_boolean | |
author2 | Tobin, Joseph Jay 1950- |
author2_role | edt |
author2_variant | j j t jj jjt |
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author_facet | Tobin, Joseph Jay 1950- |
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dewey-ones | 794 - Indoor games of skill |
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dewey-sort | 3794.8 |
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discipline | Sport |
discipline_str_mv | Sport |
doi_str_mv | 10.1515/9780822385813 |
format | Electronic eBook |
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id | DE-604.BV047113930 |
illustrated | Not Illustrated |
index_date | 2024-07-03T16:26:56Z |
indexdate | 2024-07-10T09:03:00Z |
institution | BVB |
isbn | 9780822385813 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-032520360 |
oclc_num | 1235886294 |
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owner_facet | DE-1043 DE-1046 DE-858 DE-Aug4 DE-859 DE-860 DE-473 DE-BY-UBG DE-739 |
physical | 1 online resource (306 pages) |
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publishDate | 2004 |
publishDateSearch | 2004 |
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publisher | Duke University Press |
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spelling | Pikachu's Global Adventure The Rise and Fall of Pokemon Joseph Tobin Durham Duke University Press [2004] © 2004 1 online resource (306 pages) txt rdacontent c rdamedia cr rdacarrier Description based on online resource; title from PDF title page (publisher's Web site, viewed 12. Dez 2020) Initially developed in Japan by Nintendo as a computer game, Pokémon swept the globe in the late 1990s. Based on a narrative in which a group of children capture, train, and do battle with over a hundred imaginary creatures, Pokémon quickly diversified into an array of popular products including comic books, a TV show, movies, trading cards, stickers, toys, and clothing. Pokémon eventually became the top grossing children's product of all time. Yet the phenomenon fizzled as quickly as it had ignited. By 2002, the Pokémon craze was mostly over. Pikachu's Global Adventure describes the spectacular, complex, and unpredictable rise and fall of Pokémon in countries around the world.In analyzing the popularity of Pokémon, this innovative volume addresses core debates about the globalization of popular culture and about children's consumption of mass-produced culture. Topics explored include the origins of Pokémon in Japan's valorization of cuteness and traditions of insect collecting and anime; the efforts of Japanese producers and American marketers to localize it for foreign markets by muting its sex, violence, moral ambiguity, and general feeling of Japaneseness; debates about children's vulnerability versus agency as consumers; and the contentious question of Pokémon's educational value and place in school. The contributors include teachers as well as scholars from the fields of anthropology, media studies, sociology, and education. Tracking the reception of Pokémon in Japan, the United States, Great Britain, France, and Israel, they emphasize its significance as the first Japanese cultural product to enjoy substantial worldwide success and challenge western dominance in the global production and circulation of cultural goods.Contributors. Anne Allison, Linda-Renée Bloch, Helen Bromley, Gilles Brougere, David Buckingham, Koichi Iwabuchi, Hirofumi Katsuno, Dafna Lemish, Jeffrey Maret, Julian Sefton-Green, Joseph Tobin, Samuel Tobin, Rebekah Willet, Christine Yano In English BUSINESS & ECONOMICS / International / Marketing bisacsh Pokémon (Fictitious characters) Pokémon (Game) Popular culture Tobin, Joseph Jay 1950- (DE-588)139089845 edt https://doi.org/10.1515/9780822385813 Verlag URL des Erstveröffentlichers Volltext |
spellingShingle | Pikachu's Global Adventure The Rise and Fall of Pokemon BUSINESS & ECONOMICS / International / Marketing bisacsh Pokémon (Fictitious characters) Pokémon (Game) Popular culture |
title | Pikachu's Global Adventure The Rise and Fall of Pokemon |
title_auth | Pikachu's Global Adventure The Rise and Fall of Pokemon |
title_exact_search | Pikachu's Global Adventure The Rise and Fall of Pokemon |
title_exact_search_txtP | Pikachu's Global Adventure The Rise and Fall of Pokemon |
title_full | Pikachu's Global Adventure The Rise and Fall of Pokemon Joseph Tobin |
title_fullStr | Pikachu's Global Adventure The Rise and Fall of Pokemon Joseph Tobin |
title_full_unstemmed | Pikachu's Global Adventure The Rise and Fall of Pokemon Joseph Tobin |
title_short | Pikachu's Global Adventure |
title_sort | pikachu s global adventure the rise and fall of pokemon |
title_sub | The Rise and Fall of Pokemon |
topic | BUSINESS & ECONOMICS / International / Marketing bisacsh Pokémon (Fictitious characters) Pokémon (Game) Popular culture |
topic_facet | BUSINESS & ECONOMICS / International / Marketing Pokémon (Fictitious characters) Pokémon (Game) Popular culture |
url | https://doi.org/10.1515/9780822385813 |
work_keys_str_mv | AT tobinjosephjay pikachusglobaladventuretheriseandfallofpokemon |