Wednesday, February 6, 2013

Section 2

Section 2 : The Social Aspect

The Media Conflict of Pokemon.

http://www.nieman.harvard.edu/reports/article/102402/Lessons-for-the-Future-From-the-First-Post-Pokmon-Generation.aspx

The majority of people seem to view technology and the media as a negative outlet for young pre-teen and teen minds. While I believe that's true for the most part, I don't think is true about all things and especially about gaming, Pokemon even more so.  As far as a media goes Pokemon, at least at the beginning, was a bridging medium between movies, TV shows, games, and card games.  So while all 4 of these existed and were popular among certain crowds before Pokemon, after every major media medium was connected.  Suddenly cards players had something in common with movie watchers, who had something in common with gamers, who had something in common with TV shows and Pokemon became this almost omnipresent idea in the media and in the minds of young people.  Also a a medium in it self it has a unique aspect that before hand was non-existent in games and media, community.  Before the Pokemon over-took the social atmosphere of the minds of the first players, gaming and card games were very individualistic hobbies.  You might have half a dozen friends or so that played what you played but chances are you hobbies weren't the popular hobby.  After Pokemon you were almost forced to play with other people, I mean that was the basis for the whole game.  You go around collecting Pokemon, battling other trainers and being the best.  Not just in a virtual sense either in a real physical sense, too.  Your actual friends and your friends to be were now viable traders and opponents in your quest to become stronger.  This idea was video game and card game alike.

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