![Picture](/uploads/9/7/1/6/97162976/rowlet5_orig.gif)
I plan to research the effects of premature, intensive popularity for new video games prior to their release on that game’s eventual longevity. I also wish to examine how modern entries in a series of media create nostalgia for the originals. I plan to specifically focus on the Pokémon series of video games. This topic seems to reflect a pattern in modern media release in correlation to how the media is received, which is found in many facets of today’s media-driven society, so I am intrigued to see in how the specific trends I plan to research are reflected in other areas of social media. I am concerned about the credibility of the sources I use to research this abnormal topic, as it leaves much room for opinion and controversy.
Research thus far has shown that hype culture tends to have a negative impact on the popularity of a product. Other examples of games released in the past, as well as other cultural parallels seem to reflect this trend. It also seems that the amount of information revealed negatively correlates to the games popularity, though more research needs to be done. Holes in research include parallels to the Pokémon series to support visible trends as well as reputable sources focused on the popularity of Pokémon series games.
Works Cited
Buckingham, David, and Julian Sefton-Green. "Gotta Catch 'em All: Structure, Agency and Pedagogy in Children's Media Culture." (n.d.): n. pag. SFU. Media Culture and Society, 2003. Web. 13 Nov. 2016.
· This work examines the relationship between Nintendo and the consumers of the Pokémon franchise.
· Provides solid general description of the series as a whole as well as its social impact.
· Authors credentials posted at the end of work, more than trustworthy.
Allison, Anne. "Portable Monsters and Commodity Cuteness: Pokémon as Japan's New Global Power." Postcolonial Studies 6.3 (2003): 381-95. MIT. SAGE Publication, 2003. Web. 15 Nov. 2016.
· This essay outlines the Pokémon franchise and how it has diffused into major markets as a global phenomenon.
· Describes the extensive outreach of the Pokémon Franchise and how this has affected the country of Japan.
· Published in part with MIT.
Baranowski, Tom. "Pokémon Go, Go, Go, Gone?" Games for Health Journal. Baylor College of Medicine, 5 Nov. 2016. Web. 22 Nov. 2016.
• This article looks at the popularity of Pokémon GO in the long run and develops on how it will last from a marketing perspective.
• The source is directly addressing my research question in the context of Pokémon GO from a marketing perspective.
• This article was written under the publication and copyright of Arkansas business, and shows unbiased research pertaining to its topic
Bainbridge, Jason. "'It Is a Pokémon World': The Pokémon Franchise and the Environment." 'It Is a Pokémon World': The Pokémon Franchise and the Environment. Swinburne University of Technology, 01 July 2014. Web. 07 Nov. 2016.
• This article examines the history of Pokémon as a franchise and provides detailed analysis to its perception.
• This source provides background to historical knowledge concerning the series that I may personally lack.
• This source was published in conjunction with Swinburne University of Technology, and details comprehensive facts as a part of historical study.
Clair, Michael ST. "Twitch Plays Pokémon." Project Muse. Theatre Journal, 1 Dec. 2015. Web. 07 Nov. 2016.
• This article is an elaborate study of the internet phenomenon known as “Twitch Plays Pokémon.”
• The “Twitch Plays Pokémon,” phenomenon is a prime example of how nostalgia can fuel the excitement and invigoration for a series.
• This article is a part of a collection of journals known as Project Muse, a reputable accumulation published in the FSU library.
Anderson, Nash, James Steele, Lise-Ann O'Neill, and Lesley A. Harden. "Pokémon Go: Mobile App User Guides." British Journal of Sports Medicine. British Journal of Sports Medicine, 2 Aug. 2016. Web. 8 Nov. 2016.
• The journal explains the basic functions of the app Pokémon GO and weighs the pros and cons, as well as provides a list of software deficiencies.
• This source provides fundamental information about Pokémon GO and how it was received by the public.
• This source was published in affiliation with the British Journal of Sports Medicine and is advertised as being peer-reviewed.
Smith, David Roy. "A Walk in the Park." Wiley Online Library. EMBO Reports, 6 Oct. 2016. Web. 8 Nov. 2016.
• This journal describes Pokémon GO’s impact on society and its implications for the future of scientific interest in the public.
• This source also describes the power and reach of online games and shows how they affect public interests.
• This source hails from an extensive online library within a collection of peer-reviewed journals entitled EMBO Reports.
Vasquez, Vivian. "What Pokémon Can Teach Us about Learning and Literacy." JSTOR. National Council of Teachers of English, 1 Jan. 2003. Web. 8 Nov. 2016.
• This source is a comprehensive analysis of a case study of interest Pokémon and describes the educational implications of the series.
• This article describes an individual’s craze for the Pokémon series, as well as an adult’s viewpoint of the series.
• This analysis was published in conjunction with the National Council of Teachers of English, implying it is thoroughly peer-reviewed.
Toben, Joseph. "Pikachu's Global Adventure: The Rise and Fall of Pokémon." JSTOR. British Journal of Educational Studies, Dec. 2005. Web. 9 Nov. 2016.
• This journal describes how Pokémon rose to popularity as a series, and how its popularity decreased over time.
• The source provides information about the longevity of the Pokémon series as a whole, as well as analyzes the implications of immediate popularity.
• This source is published through the British Journal of Educational Studies and is advertised as peer-reviewed.
Hernandez, Patricia. "Brace Yourselves, Pokémon Sun and Moon Are Leaking Everywhere Right Now." Kotaku. Gizmodo Media Group, 08 Nov. 2016. Web. 9 Nov. 2016.
• This source analyzes the recent early leak of the new Pokémon Sun and Moon titles.
• The article notes of past leakage of material involving the franchise, and describes how the excitement for the game’s release can be related to this.
• This article is published by a reputable news umbrella; though occasional opinions are discussed.
Iwabuchi, Koichi. "“Soft” Nationalism and Narcissism: Japanese Popular Culture Goes Global." - Iwabuchi. Asian Studies Review, Dec. 2002. Web. 10 Nov. 2016.
• This study develops a comprehensive view concerning the global obsession with Japanese Popular Culture.
• The source provides ample information regarding Japanese Popular culture craze, in which the Pokémon series falls under
• This source was published within Asian Studies Review, which is a collection of studies relating to Asian Culture.
Byrd, Christopher. "‘No Man's Sky’ Review: A Game Lost in Infinite Space." Washington Post. The Washington Post, 30 Aug. 2016. Web. 10 Nov. 2016.
• An unbiased review of the video game No Man’s Sky, in which the information given pre-release is analyzed.
• A game that relates to video game culture and how the excitement for a game pre-release can hurt the public’s perception of the game.
• Unbiased review of a product, utilizing independent comparisons and impartial fact.
Research thus far has shown that hype culture tends to have a negative impact on the popularity of a product. Other examples of games released in the past, as well as other cultural parallels seem to reflect this trend. It also seems that the amount of information revealed negatively correlates to the games popularity, though more research needs to be done. Holes in research include parallels to the Pokémon series to support visible trends as well as reputable sources focused on the popularity of Pokémon series games.
Works Cited
Buckingham, David, and Julian Sefton-Green. "Gotta Catch 'em All: Structure, Agency and Pedagogy in Children's Media Culture." (n.d.): n. pag. SFU. Media Culture and Society, 2003. Web. 13 Nov. 2016.
· This work examines the relationship between Nintendo and the consumers of the Pokémon franchise.
· Provides solid general description of the series as a whole as well as its social impact.
· Authors credentials posted at the end of work, more than trustworthy.
Allison, Anne. "Portable Monsters and Commodity Cuteness: Pokémon as Japan's New Global Power." Postcolonial Studies 6.3 (2003): 381-95. MIT. SAGE Publication, 2003. Web. 15 Nov. 2016.
· This essay outlines the Pokémon franchise and how it has diffused into major markets as a global phenomenon.
· Describes the extensive outreach of the Pokémon Franchise and how this has affected the country of Japan.
· Published in part with MIT.
Baranowski, Tom. "Pokémon Go, Go, Go, Gone?" Games for Health Journal. Baylor College of Medicine, 5 Nov. 2016. Web. 22 Nov. 2016.
• This article looks at the popularity of Pokémon GO in the long run and develops on how it will last from a marketing perspective.
• The source is directly addressing my research question in the context of Pokémon GO from a marketing perspective.
• This article was written under the publication and copyright of Arkansas business, and shows unbiased research pertaining to its topic
Bainbridge, Jason. "'It Is a Pokémon World': The Pokémon Franchise and the Environment." 'It Is a Pokémon World': The Pokémon Franchise and the Environment. Swinburne University of Technology, 01 July 2014. Web. 07 Nov. 2016.
• This article examines the history of Pokémon as a franchise and provides detailed analysis to its perception.
• This source provides background to historical knowledge concerning the series that I may personally lack.
• This source was published in conjunction with Swinburne University of Technology, and details comprehensive facts as a part of historical study.
Clair, Michael ST. "Twitch Plays Pokémon." Project Muse. Theatre Journal, 1 Dec. 2015. Web. 07 Nov. 2016.
• This article is an elaborate study of the internet phenomenon known as “Twitch Plays Pokémon.”
• The “Twitch Plays Pokémon,” phenomenon is a prime example of how nostalgia can fuel the excitement and invigoration for a series.
• This article is a part of a collection of journals known as Project Muse, a reputable accumulation published in the FSU library.
Anderson, Nash, James Steele, Lise-Ann O'Neill, and Lesley A. Harden. "Pokémon Go: Mobile App User Guides." British Journal of Sports Medicine. British Journal of Sports Medicine, 2 Aug. 2016. Web. 8 Nov. 2016.
• The journal explains the basic functions of the app Pokémon GO and weighs the pros and cons, as well as provides a list of software deficiencies.
• This source provides fundamental information about Pokémon GO and how it was received by the public.
• This source was published in affiliation with the British Journal of Sports Medicine and is advertised as being peer-reviewed.
Smith, David Roy. "A Walk in the Park." Wiley Online Library. EMBO Reports, 6 Oct. 2016. Web. 8 Nov. 2016.
• This journal describes Pokémon GO’s impact on society and its implications for the future of scientific interest in the public.
• This source also describes the power and reach of online games and shows how they affect public interests.
• This source hails from an extensive online library within a collection of peer-reviewed journals entitled EMBO Reports.
Vasquez, Vivian. "What Pokémon Can Teach Us about Learning and Literacy." JSTOR. National Council of Teachers of English, 1 Jan. 2003. Web. 8 Nov. 2016.
• This source is a comprehensive analysis of a case study of interest Pokémon and describes the educational implications of the series.
• This article describes an individual’s craze for the Pokémon series, as well as an adult’s viewpoint of the series.
• This analysis was published in conjunction with the National Council of Teachers of English, implying it is thoroughly peer-reviewed.
Toben, Joseph. "Pikachu's Global Adventure: The Rise and Fall of Pokémon." JSTOR. British Journal of Educational Studies, Dec. 2005. Web. 9 Nov. 2016.
• This journal describes how Pokémon rose to popularity as a series, and how its popularity decreased over time.
• The source provides information about the longevity of the Pokémon series as a whole, as well as analyzes the implications of immediate popularity.
• This source is published through the British Journal of Educational Studies and is advertised as peer-reviewed.
Hernandez, Patricia. "Brace Yourselves, Pokémon Sun and Moon Are Leaking Everywhere Right Now." Kotaku. Gizmodo Media Group, 08 Nov. 2016. Web. 9 Nov. 2016.
• This source analyzes the recent early leak of the new Pokémon Sun and Moon titles.
• The article notes of past leakage of material involving the franchise, and describes how the excitement for the game’s release can be related to this.
• This article is published by a reputable news umbrella; though occasional opinions are discussed.
Iwabuchi, Koichi. "“Soft” Nationalism and Narcissism: Japanese Popular Culture Goes Global." - Iwabuchi. Asian Studies Review, Dec. 2002. Web. 10 Nov. 2016.
• This study develops a comprehensive view concerning the global obsession with Japanese Popular Culture.
• The source provides ample information regarding Japanese Popular culture craze, in which the Pokémon series falls under
• This source was published within Asian Studies Review, which is a collection of studies relating to Asian Culture.
Byrd, Christopher. "‘No Man's Sky’ Review: A Game Lost in Infinite Space." Washington Post. The Washington Post, 30 Aug. 2016. Web. 10 Nov. 2016.
• An unbiased review of the video game No Man’s Sky, in which the information given pre-release is analyzed.
• A game that relates to video game culture and how the excitement for a game pre-release can hurt the public’s perception of the game.
• Unbiased review of a product, utilizing independent comparisons and impartial fact.