The Pokémon franchise is over seventeen years old, a networked assemblage of heterogeneous elements (manga, gaming, toys, anime) that is also constitutive of new knowledges around both consumerism and commodification. This paper explores how all of the elements of this franchise, from the brand, to the various media platforms, to the Pokémon trainers, to the pocket monsters themselves (the non-human objects) as well as the designers and the consumers (the humans) function as objects in the construction of a social network. In so doing it seeks to understand not only how the franchise functions but also how the objects in this franchise (particularly the nonhuman Pokémon creatures and trainers) work in tandem to connect aud...
Pokemon Go is a new phenomenon in the game industry. Within a month from its launching, this game ha...
In this chapter, we use Nintendo Amiibo to interrogate the evolving intersection of crossmedia produ...
The mobile app game, “Pokémon GO” became a worldwide phenomenon immediately following its initial re...
International audienceThe Pokémon media mix (Steinberg, 2012) has been a worldwide phenomenon for mo...
Pokémon has become the most profitable cross-media franchise since its creation 25 years ago. In thi...
Pokémon is a phenomenon that has enticed children throughout the world. The essential components of ...
Since the release of the first Pokémon video game(s) in 1996, the need to "catch 'em all" has captiv...
Originating in 1996, Pokemon has become the second most successful game-based franchise in the world...
This thesis explores images of Japanese folklore and culture in video games of the late twentieth an...
A yellow and adorable mouse, Pikachu from Pokémon, is popular and has fans all the whole world. Poké...
Pikachu, Bulbasaur, Meowth . . . Puzzled by Pokemon and the international buzz it has created? On Fe...
As a result of technological innovations and new cultural practices, the contemporary mediasphere is...
None of the elements that contribute to the phenomenon of Pokémon Go are particularly new. Augmented...
This paper argues that the augmented reality gaming application for smart devices, Pokémon GO shows ...
This paper considers a particular popular-cultural phenomenon: ‘Pokémon’. Specifically, it concerns ...
Pokemon Go is a new phenomenon in the game industry. Within a month from its launching, this game ha...
In this chapter, we use Nintendo Amiibo to interrogate the evolving intersection of crossmedia produ...
The mobile app game, “Pokémon GO” became a worldwide phenomenon immediately following its initial re...
International audienceThe Pokémon media mix (Steinberg, 2012) has been a worldwide phenomenon for mo...
Pokémon has become the most profitable cross-media franchise since its creation 25 years ago. In thi...
Pokémon is a phenomenon that has enticed children throughout the world. The essential components of ...
Since the release of the first Pokémon video game(s) in 1996, the need to "catch 'em all" has captiv...
Originating in 1996, Pokemon has become the second most successful game-based franchise in the world...
This thesis explores images of Japanese folklore and culture in video games of the late twentieth an...
A yellow and adorable mouse, Pikachu from Pokémon, is popular and has fans all the whole world. Poké...
Pikachu, Bulbasaur, Meowth . . . Puzzled by Pokemon and the international buzz it has created? On Fe...
As a result of technological innovations and new cultural practices, the contemporary mediasphere is...
None of the elements that contribute to the phenomenon of Pokémon Go are particularly new. Augmented...
This paper argues that the augmented reality gaming application for smart devices, Pokémon GO shows ...
This paper considers a particular popular-cultural phenomenon: ‘Pokémon’. Specifically, it concerns ...
Pokemon Go is a new phenomenon in the game industry. Within a month from its launching, this game ha...
In this chapter, we use Nintendo Amiibo to interrogate the evolving intersection of crossmedia produ...
The mobile app game, “Pokémon GO” became a worldwide phenomenon immediately following its initial re...