POP CULTURE AND POCKET MONSTERS

Aashya Abubaker Kar
TYBA, 2020-2021



It is the year 2016. Killer clowns are on the loose. Kim Kardashian has been bullied off Instagram. Hamilton has blown us all away. And amidst it all, a wild Pikachu appears!

2016 was a big year for pop culture. But what none of us saw coming was the swarms of people that would take to the street in search of stray Pokémon. From mildly inconveniencing peaceful museum-goers to near-death experiences, the Pokémon Go phase was chaotic, to say the least. And though, like any good pop culture sensation, the Pokéfever fizzled out over time, what it did do was reiterate the cultural relevance of Pokémon two decades after its original release.

So, how did Pokémon stay relevant in a world where trends die out almost as soon as they come into existence? How did a video game, meant for children, turn into a global cultural phenomenon, where it seemed no one was immune to this newfound ‘Pokémania’?

Pokémon saw its origin in Japan in 1996. It was the brain-baby of Satoshi Tajiri, a game junkie with a love for collecting critters. It made its debut on western shores two years after and the rest is history. Or so it seems.

Pokémon’s initial success rode the wave of previously successful Japanese products including new technology like the Gameboy, stories like the Power Rangers and iconic characters like Hello Kitty, which influenced childhood consumption around the world around (Allison, 2004). The popularity of the video game eventually gave way to a card game, board game, multiple films, a TV series and plushie toys all bearing the Pokémon brand. Or, to take a page from critical theory, it gave way to the “freedom to choose what is always the same.” With every medium it co-opted since its release, Pokémon advertised itself with its own merchandise.  



In the three years since its launch Pokémon already had a massive culture industry in the making. It was crossing geographical borders, cultural borders and was even venturing into non-gaming spheres. And as Pokémon made its way into the western markets it deliberately masked its ‘Japaneseness’ for the sake of global appeal - something Iwabuchi (2004) called mukokuseki or culturally odourless.

What this means is that Pokémon, as we know it now, represents no overt customs or practices of Japanese culture. Though the animé style is traditionally Japanese, everything else from the character features and outfits to the entire fictional world is de-ethnicized and made mukokuseki. As a marketing strategy, it was genius. The more inherently mukokuseki the product; the more it suppressed Japan’s cultural odour the easier it would be to repackage and sell across borders.  

The nature of the content itself was modified for the western audience. Satoshi was renamed Ash. Plot points that explored a more morally ambiguous portrayal of good and evil in the original Japanese version turned into clear-cut dichotomies of good and bad. The aggressive localization sought to appease the American audience. And since the global success of Pokémon was contingent on its partnerships with American corporations, almost any link to its culture of origin was erased. The products were licensed in over 160 languages and 30 countries and it was this Americanized version of Pokémon that was eventually exported to the rest of the world. The TV series, movies and even Pokémon names were translated across languages to allow for a customizable experience of this global product. From the way in which they consumed the content to their choice of starter Pokémon, Pokéfans found their own, unique way of defining and exploring the world for themselves. Most of these choices, however, were a mere illusion of agency.

The culture industry critiques the standardization that is so prevalent in mass culture as it stagnates creativity by churning out products that are exceedingly similar and by replicating patterns that have worked in the past. Had Pokémon resisted the culture industry, however, it may not have been the global phenomenon that it is today. With technology on its side and ingenious marketing, Pokémon captured the global market. To become the cultural phenomenon that we know and love today, what remained was for it to capture the hearts of its audience as well.

Satoshi Tajiri, the man behind the phenomenon, grew up in post-World War II Japan. With industrialization on the rise, Japan was well on its way to being one of the largest economies in the world. But as the industries grew and suburbs sprawled, natural resources began to disappear. Unchecked urbanization ate into public spaces for play and with nowhere else to go really, children increasingly chose to stay indoors. Academic pressure to excel and long hours at ‘cram schools’ furthered the isolation they faced forcing them to become what the Japanese called otaku.[1] As a natural consequence, the youth spent more time in the virtual world than in the real one.

So, when Tajiri created Pokémon in the 90s, what he was really doing was simulating a version of his childhood. Drawing from his own childhood, he fused his lived experience with his virtual one to give us this much-loved video game. To add to the nostalgic value of the Pokémon world was its iconic kawaisa[2] or cuteness.

Pokémon created a sort of simulacrum for a form of childhood that had once existed. Players embark on adventures, compete for badges and as no single cartridge contains all existing Pokémon, if children are to complete their collection of critters, they would have to communicate and trade with other players. Social interaction was built into the very fabric of the game.

Pokémon gave an entire generation that was slowly seeing the end of social interaction as it once existed, a way to build a new community in the new reality of the technologically driven world. Children had a space to talk Pokémon stats, share cards, and build expertise in a world that only they were privy to.

As Pokémon’s popularity surged through the global market, this imagined world started becoming more and more real. The characters, though they did not exist in a physical, tangible space, existed in a very real emotional space where children formed attachments to their Pokémon. The arrival of Pokémon-themed merch gave expression to this attachment. Over time this virtual world became a reality in the real world creating what Baudrillard (1994) called the ‘hyperreal.’

“A hyperreal henceforth sheltered from the imaginary, and from any distinction between the real and the imaginary, leaving room only for the orbital recurrence of models and for the simulated generation of difference.” (Baudrillard, 1994)

With the bombardment of Pokémon- in the media, at the Macy’s Thanksgiving Parade, in references made by other popular shows like the Simpsons, the line between what the original referent[3] to the game was and what it had become, became increasingly blurred. What resulted was this captivating, hyperreal world that had entrenched itself in the lived experiences of its consumers.

All of these themes culminated into what can only be called the frenzy of Pokémon GO in 2016. The augmented reality app, like every one of Pokémon’s other offshoots, took the same standardized theme and converted it into something spectacularly new and exciting.

A user playing the game Pokémon Go 

The technology alone, however, cannot explain the explosive popularity of the app. Ingress, the predecessor to Pokémon Go, used the same AR-based game design and was not nearly as popular simply because Pokémon had what Ingress didn’t- a generation of loyal fans that had grown up with Pokémon.

The nostalgia of having spent hours collecting critters and building friendships brought back a little bit of the Pokémania that had so intensely taken over in the early 2000s. In giving their fans a way to live out the virtual reality that had consumed so much of their childhood, Pokémon Go was the final step in solidifying the Pokémon simulacra. It seamlessly merged the real with the fictional and did what even Disneyland could not do, by bringing into existence the imaginary world to your very real doorstep.

“It is the map that precedes the territory” (Baudrillard, 1994). And Pokémon GO ended up reframing an entire system of symbols. Mundane structures in our every day realities became Pokéstops or hotspots for rare Pokémon. The game that simulated the outdoors indoors, was taken back out again. Players could live out the life of the trainers that they had grown up watching; find Pokémon in spaces that existed in their own reality - a wild Squirtle at Churchgate Station; a stray Geodude somewhere on Charni Road.

The phenomenon that was Pokémon Go was the climax to a sequence of events that date back to the late 80s. Mass-produced Pokémon content through the culture industry laid the framework for this hyperreal reflection of reality. It serves to remind us that when it comes to pop culture, sequels rule. However, while it is important to be aware and critical of the mass-produced culture, as an ardent fan of Pokémon, I don’t suppose I can criticize too much. 

In a world as anxiety-inducing as the one we live in, a little bit of mindless fun is more than welcome. And who wouldn’t choose to gallivant across town hunting for pocket monsters when the alternative is to face reality in all its drab horror? But when it comes down to it, I do believe that people have agency and can exert that agency through popular culture.  In 2019, Pokémon Go aided and abetted the protests in Hong Kong as the police couldn’t very well arrest activists for playing a game in a public space. As recently as July of 2020, Niantic Labs announced that it would donate $10m in profits from its summer Pokémon Go Fest to causes supporting the Black Lives Matter movement.

Pop culture, in its own way, gives the masses a platform to shift power dynamics and make people in power accountable for their actions. Art imitates life and life, art. So, at some point, the hyperreal does become our lived reality. It becomes a space within which we can explore new realities, express and exert change and within which we begin to exist.

 

 Notes
  1. Otaku - Roughly translated to a fan with an almost obsessive addiction to the fandom to the extent that it overpowers almost everything else in their life.
  2. Kawaisa - Involves emotional attachments to imaginary creations/creatures with resonances to childhood and also Japanese traditional culture (Allison, 2004).
  3. For the Pokémon world, the original referent was Tajiri’s childhood based on which the games were created. It simulated social play that used to happen outdoors and that was replaced by video games and virtual worlds.

References

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Allison, A. (2003). Portable monsters and commodity cuteness: Pokémon as Japan's new global power. Postcolonial Studies, 6(3), 381-395. doi:10.1080/1368879032000162220

Bainbridge, J. (2013). “It is a Pokémon world”: The Pokémon franchise and the environment. International Journal of Cultural Studies, 17(4), 399–414. doi:10.1177/1367877913501240

Blunden, A. (1998). The Culture Industry: Enlightenment as Mass Deception. Retrieved September 16, 2020, from https://www.marxists.org/reference/archive/adorno/1944/culture-industry.htm

CrashCourse. (2016, December 7). The Pokémon Phenomenon: Crash Course Games #28 [Video]. From YouTube. https://www.youtube.com/watch?v=x4lPCUGxx5o

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Iwabuchi, K. (2004). How “Japanese” Is Pokémon? Pikachu's Global Adventure, 53-79. doi:10.1215/9780822385813-004

Mathur, V. (2016, July 12). Pokémon Go: The cultural phenomenon has made a comeback. Retrieved September 16, 2020, from https://www.livemint.com/Leisure/Z840nT3j20VnICTPYlE6JJ/Pokmon-Go-The-cultural-phenomenon-has-made-a-comeback.html

(n.d.). Retrieved September 17, 2020, from https://www.nintendo.co.jp/nom/0007/taidan1/page04.html

Philosophize This! (2018, October 25). Episode 124 ... Simulacra and Simulation [Video]. YouTube. https://www.youtube.com/watch?v=RCgoKIT0Ufc

Schulzke, M. (2014). The Virtual Culture Industry: Work and Play in Virtual Worlds. The Information Society, 30(1), 20–30. doi:10.1080/01972243.2013.855689

Stevens, C. (2016, August 12). 'The map precedes the territory': Pokémon Go through the eyes of Jean Baudrillard. Retrieved September 17, 2020, from https://www.opendemocracy.net/en/pokemon-go-jean-baudrillard-hyper-mediated-society/

Vincent, D. (2019, August 09). Hong Kong protesters turn to Uber and Pokemon. Retrieved September 14, 2020, from https://www.bbc.com/news/technology-49280726

 

Image References

Baumeister, M. (2020). Pokemon Go Ingame! One of the most played games in the last years. [Image]. Retrieved 4 July 2021, from https://unsplash.com/photos/aEKwSdX5pJU.

Fasel, J. (2020). Water Pokemon [Image]. Retrieved 4 July 2021, from https://unsplash.com/photos/gmLhKk7Djhk.

Pederson, T. (2021). A bunch of Pokémon Trading Cards with Zapdos, Ninetales, Porygon, Cyndaquil, Ponyta, Machop, Vulpix and many more [Image]. Retrieved 4 July 2021, from https://unsplash.com/photos/TWCnHKKhqSo.

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