Pikachu's global adventure : the rise and fall of Pokémon
著者
書誌事項
Pikachu's global adventure : the rise and fall of Pokémon
Duke University Press, 2004
- : cloth
- : pbk
大学図書館所蔵 全45件
  青森
  岩手
  宮城
  秋田
  山形
  福島
  茨城
  栃木
  群馬
  埼玉
  千葉
  東京
  神奈川
  新潟
  富山
  石川
  福井
  山梨
  長野
  岐阜
  静岡
  愛知
  三重
  滋賀
  京都
  大阪
  兵庫
  奈良
  和歌山
  鳥取
  島根
  岡山
  広島
  山口
  徳島
  香川
  愛媛
  高知
  福岡
  佐賀
  長崎
  熊本
  大分
  宮崎
  鹿児島
  沖縄
  韓国
  中国
  タイ
  イギリス
  ドイツ
  スイス
  フランス
  ベルギー
  オランダ
  スウェーデン
  ノルウェー
  アメリカ
注記
Includes bibliographical references and index
内容説明・目次
内容説明
Initially developed in Japan by Nintendo as a computer game, Pokemon 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, Pokemon quickly diversified into an array of popular products including comic books, a TV show, movies, trading cards, stickers, toys, and clothing. Pokemon eventually became the top grossing children's product of all time. Yet the phenomenon fizzled as quickly as it had ignited. By 2002, the Pokemon craze was mostly over. Pikachu's Global Adventure describes the spectacular, complex, and unpredictable rise and fall of Pokemon in countries around the world.In analyzing the popularity of Pokemon, 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 Pokemon 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 Pokemon'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 Pokemon 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-Renee 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
目次
I. Contexts and Issues
1. Introduction / Joseph Tobin 3
2. Structure, Agency, and Pedagogy in Children's Media Culture / David Buckingham and Julian Sefton-Green 1
3. Cuteness as Japan's Millennial Product / Anne Allison 34
II Global Circulation
4. How "Japanese" Is Pokemon? / Kiochi Iwabuchi 53
5. Localizing the Pokemon TV Series for the American Market / Hirofumi Katsuno and Jeffery Maret 80
6. Panic Attacks: Anti-Pokemon voices in Global Markets / Christine R. Yano 108
III Places and Practices
7. Initiation Rites: A Small Boy in a Poke-World / Julian Sefton-Green 141
8. Pokemon in Israel / Dafna Lemish and Linda-Renee Bloch 165
9. How Much Is a Pokemon Worth? Pokemon in France / Gilles Brougere 187
IV Pokemon Goes to School
10. Localizing Pokemon through Narrative Play / Helen Bromley 211
11. The Multiple Identities of Pokemon Fans / Rebekah Willett 226
12. Masculinity, Maturity, and the End of Pokemon / Samuel Tobin 241
13. Conclusion: The Rise and Fall of the Pokemon Empire / Joseph Tobin 257
Contributors 293
Index 295
「Nielsen BookData」 より