In this Book

summary
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

Table of Contents

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  1. Cover
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  1. Title, Copyright
  2. pp. i-iv
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  1. Contents
  2. pp. v-vi
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  1. I. CONTEXTS AND ISSUES
  1. 1. Introduction
  2. Joseph Tobin
  3. pp. 3-11
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  1. 2. Structure, Agency, andPedagogy in Children's Media Culture
  2. David Buckingham and Julian Sefton-Green
  3. pp. 12-33
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  1. 3. Cuteness as Japan's Millennial Product
  2. Anne Allison
  3. pp. 34-50
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  1. II. GLOBAL CIRCULATION
  1. 4. How "Japanese'' Is Pokemon?
  2. Koichi Iwabuchi
  3. pp. 53-79
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  1. 5. Localizing the Pokemon TV Series for the American Market
  2. Hirofumi Katsuno and Jeffrey Maret,
  3. pp. 80-107
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  1. 6. Panic Attacks: Anti-Pokemon Voices in Global Markets
  2. Christine R. Yano
  3. pp. 108-138
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  1. III. PLACES AND PRACTICES
  1. 7. Initiation Rites: A Small Boy in a Poke-World
  2. Julian Sefton-Green
  3. pp. 141-164
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  1. 8. Pokemon in Israel
  2. Dafna Lemish and Linda-Renee Bloch
  3. pp. 165-186
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  1. 9. How Much Is a Pokemon Worth? Pokemon in France
  2. Gilles Brougere
  3. pp. 187-208
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  1. IV. POKEMON GOES TO SCHOOL
  1. 10. Localizing Pokemon through Narrative Play
  2. Helen Bromley
  3. pp. 211-225
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  1. 11. The Multiple Identities of Pokemon Fans
  2. Rebekah Willett
  3. pp. 226-240
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  1. 12. Masculinity, Maturity, and the End of Pokemon
  2. Samuel Tobin
  3. pp. 241-256
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  1. 13. Conclusion: The Rise and Fall of the Pokemon Empire
  2. Joseph Tobin
  3. pp. 257-292
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  1. Contributors
  2. pp. 293-294
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  1. Index
  2. pp. 295-300
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