Boston Globe today...just ask yourself how you think the DVUI Pokemon Animotion merchandise done for Plymouth Co and others is going to HIT this market of kids age 8-15...<GGGGGGGGGGGGGGGGGGGG>
POPULAR CULTURE Pokeman rules!
From street corner to Wall Street, Pikachu and his pals are hot.
By Johanna Seltz, 08/29/99
chools around the nation ban them. Parents claim their kids are addicted to them. Normally responsible adults waste countless dollars and hours searching obscure malls and dusty novelty shops for them.
What is it about Pokemon anyway?
For the uninitiated, Pokemon is the latest toy-collectible craze, sort of a Beanie Baby meets Pogs meets Ninja Turtles, only bigger. It comes in a multitude of buyable forms, all built around an elaborate game with trading-card spinoff. Its appeal spans gender and age; preschool girls to preteen boys are, it seems, equally susceptible to Pokemon obsession.
And obsessed they are. What distinguishes Pokemon from other toy crazes is its intensity. Stores can't keep Pokemon trading cards in stock. Video stores can't keep the tapes on the shelves. Young devotees spend countless hours arranging card trades - on-line bidding is popular - with the most prized cards fetching far more than the average allowance. On the stock market, Pokemon is the main driver behind several companies' exceptional stock gains in recent weeks. On Wednesday, for example, Grand Toys International, maker of Pokemon balls and school supplies, saw its stock rise 50 percent.
In short, Pokemon is no longer just a toy craze. It's a cultural phenomenon.
Pokemon started in Japan four years ago as a hand-held Nintendo game. It became infamous when one especially vivid cartoon episode (not shown in the United States) made 700 Japanese kids succumb to nausea, vomiting, and seizures. But its promoters were undeterred; a card game and eventually more than 1,000 products followed, generating billions in sales worldwide.
Introduced in the United States just last September, Pokemon has spawned everything from action figures to books to Oscar Mayer ''lunchables.'' And it's only going to get more intense; a feature-length Pokemon film from Warner Brothers debuts this fall. A spokesman for the company promoting Pokemon in the United States estimates more than $10 million will be spent once the movie is promoted. Already the animated TV show tops the ratings on children's TV.
Unlike other youth culture crazes, parents seem to know relatively little about Pokemon. When, say, ''Star Wars'' captured the imagination of the younger set, all parents had to do was see the movie to know what was going on, and judge whether it was suitable. But it's harder to crack the world of Pokemon.
Those who do learn that everything revolves around 151 Pokemon - short for ''pocket monsters'' - who are, for the most part, cute little creatures with names like Pikachu and Drowzee and Charmander. Each is endowed with its own special powers. The rules of the game are incredibly complex - think ''rock, paper, scissors'' on steroids - but the object is simple: to capture every Pokemon and become a Pokemon master.
Those parents who fear Pokemon is too violent can more or less relax. While battle is a central theme, it's not your basic blood-and-guts standoff. When a Pokemon loses a fight, it faints, rather than dies. The philosophy of the game emphasizes strategy over brute strength. Some have called the game ''politically correct.'' A better label might be ''parent-friendly,'' relatively speaking.
So what's the appeal to kids? And should we worry that the Pokemon obsession has become too intense?
''The combination of cute and cuddly, violent and intellectually stimulating is unbeatable,'' said psychologist Susan Linn, associate director of the Media Center at Judge Baker Children's Center in Boston. ''There's nothing else like it. It gets kids on a lot of different levels.''
''That doesn't mean it's particularly good for children,'' said Linn, who is offended by the blatant consumerism involved in a product with the Pokemon rallying cry - ''Gotta catch [read: buy] 'em all.''
''It's another brilliant seduction of America's children,'' Linn said. ''Parents need to be aware that it's a manipulation of their children, by people making lots of money off their kids.''
Dr. Michael Jellinek, chief of child psychiatry at Massachusetts General Hospital, has a more benign view after watching the TV show and playing the game with his 10-year-old son, Isaiah.
''It looks like a typical school-age game, a rehearsal for life,'' he said. ''You try to follow certain rules. If you do, you get certain rewards. If you don't, you get certain punishments. There are some people who are mean; there are some people who are good.
''To play, you have to use your intellect, you have to read the cards. It's using school-age cognitive abilities and applying them, so I think it's fine. It hits the developmental needs of children, assists it. Kids don't know they need it, they just enjoy it. It's like a kid at the right age with a ball.''
Others point to Pokemon's connection with kids' compulsion to collect and pre-adolescents' need to master skills, their fascination with power and transforming.
''These are the same kids who would have been involved with comic books in the '40s and '50s,'' says Dr. Michael Brody, a child psychiatrist who teaches a course on children and television at the University of Maryland.
The difference, he says, is the sophistication of the marketing that fuels a fad like Pokemon. Not only are the ads better, but the Internet provides massive new ways to market. Every chat room is like a commercial, a way to get people talking about the products. Besides the official Pokemon Web pages, a popular search engine turns up more than 480,000 references to the fad.
''When there's a television tie-in, it's golden,'' Brody said. ''The show becomes like an informational, like Cher selling hair products.''
''Their advertising is so brilliant it's almost frightening,'' adds Clive Thompson, video game columnist and New York editor for Shift magazine, a journal of culture and new technologies. ''Everything is seamlessly tied in. All the components feed into consumption.''
For example: The ''Pokemon'' television show is basically a Cliff's Notes for the game, detailing situations players may encounter and explaining strategies. The goal of the video game is to ''Catch 'em all'' - but you can't do it without buying a special cable to connect with another player.
Thompson says the game itself is good enough that it became a cult hit on its own before the marketing blitz took over.
''It has simplicity that allows kids to get in really quickly and staggering complexity that allows kids to stay in for months and months,'' he said. ''That's why kids are into it. It's a very deeply involving game.''
Should parents worry that their kids are too involved? Jellinek says it's not usually a problem.
''There are some kids who find this their claim to fame, a winning ticket to friendship,'' he said. ''They may be consumed by it for social reasons. Another group of kids is intellectually very ready. Like kids who get immersed in chess, learning all the rules fascinates them.
''Another group may be depressed or socially isolated and use this for a substitute for interaction. But this is true for anything - sports as well as Pokemon. With any of these things you have to make sure kids are having fun, interacting in other areas and that this isn't part of a pattern. In general these types of fads are fun and exciting, and I don't worry about them.''
As for the complaint that kids are bankrupting their parents, Jellinek says the culprit isn't Pokemon. ''This is not atypical for a society that consumes,'' he said. ''But that's going to be true of sneakers as well as Pokemon cards. There has to be some discussion of what's reasonable, what are the family's values.''
Michael Levy, the Charles Clarke Reynolds professor of marketing at Babson College, goes even further.
''There are some really interesting lessons to be learned by participating in the dynamics of this market,'' he said. ''Kids can really learn about capitalism at work. I know parents can get upset, but if they step back, they can see it's a very small price to teach their kids basic economics.''
''I just love to see these things take off,'' he added. ''They make a few new millionaires in the world, and then they die. It's capitalism at its best. There's nothing wrong with that. It makes everybody happy.''
Steven Atkins, a child psychologist at Dartmouth Medical School, is less sanguine about the money involved in the fad, especially for kids from poor families who want to fit in. But he's not bothered by the game itself.
''From what I see, it's interactive, they're socializing, strategizing. Anything that has kids talking together is a good thing.''
In fact, playing Pokemon requires intense cooperation, according to video game authority Thompson. ''You have to talk to other kids about it to figure it out. A lot of the allure of the game is in the information sharing.
''It's also one of the most pleasant games I've seen in years,'' he added. ''You open up the rule book and it says you should respect authority, cooperate with people, and try to learn and study as much as you can.
''It's almost offensively nice - the Barney of video games. It's hilariously nonviolent. The fights are totally nonviolent skirmishes and when the characters get vanquished they faint and you take them to a spa to get replenished. In Pokemon Snap (another game), the point is to take pictures of them. What could be more pacifist than that?''
Thirteen-year-old Joe McReynolds, a Californian who vacations with his family in Orleans, has a complete set of cards, the video game, and a few action figures. He plays in tournaments almost every Saturday and estimates he's spent about $500 on Pokemon since he caught the bug.
''How did I find out about it? Everyone talked about it, it was in the video game magazines, on the Internet,'' he says. ''It's a natural pop culture fad. You can't avoid it even if you wanted to.''
This story ran on page E01 of the Boston Globe on 08/29/99. © Copyright 1999 Globe Newspaper Company.
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