Abstract

Pokémon is arguably one of the most enduring brands in Japanese pop culture. As of March 2014 the Pokémon video game franchise alone has sold more than 260 million units worldwide (Lien, 2014). The Pokémon series has been the most well known game that the Nintendo Game Boy series has ever produced and marketed internationally. This study looks at Pokémon as a cultural product. Information contained in the Pokédex, an electronic encyclopedia of Pokémon found in the game points to the use of Japanese folklore as inspiration for some of the Pokémon released. There is an intricate give and take in the process of telling and retelling of folktales that is argued to be present even in its currently newer forms. This study explores the digitalization of folklore by looking at the incorporation of Japanese folktales into the Pokémon video game. Looking at how folkloric motifs were integrated in the creation of these pocket monsters inhabiting the world of Pokémon points to the importance of the Japanese folklore in the character designs. These folklore motifs infused in the game characters, and the world itself gives the franchise a Japanese cultural flavor which, as pointed out by other authors like Allison, make the experience more enjoyable (2003, p. 384). As such, this study looks at how the Pokémon franchise fuses socio-cultural elements in the creation Pokémon’s individual and unique pocket monsters. In effect, these new game creatures called Pokémon become new conduits by which old Japanese folktales are revisited, revised, and ultimately renewed. More importantly, it becomes one important avenue in the creation and proliferation of a Japanese cultural identity that is marketed abroad. It is argued that Pokémon is indeed a new medium where Japanese folklore has been appropriated and digitalized. According to Iwabuchi, influence of products of different cultures on everyday life cannot be culturally neutral. Instead, they inevitably carry cultural imprints called “cultural odor.” In terms of cultural odor, this makes Pokémon Japanese in fragrance. The creation of these newly formed folklore is a dynamic interaction between Japanese culture, the technology they are coursed through and gameplay as a form of performance by the consumers. The whole franchise now serves as a digital archive for folkloric beings that influenced directly or indirectly their creation. This resulted in enabling participative interaction between folklore and the individual. For international consumers, they also potentially serve as entryway into picking up an interest and learning more about Japanese culture. More than the ukiyo-e paintings and monster catalogs that proliferated during the Edo Period, Pokémon has fleshed out these folklore motifs and has put them at the front and center through their games, allowing for players to interact with and bond with them in an ever expanding virtual space called the Pokémon world.

Highlights

  • According to John Stephens and Robyn McCalum, the process of retelling is always implicated in the process of cultural formation (1998, xi)

  • This study looked at the game content pertaining to creatures that inhabit the Pokémon world to look at how folklore4 is integrated in their character makeup through digitalisation in an attempt to answer the following question: How is Japanese folklore digitalised through Pokémon, and what are the implications of such digitalisation

  • Looking at the breakdown of folklore inspired per generation, the number of added Pokémon per game release ranges from 14% to 25%

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Summary

A TRANSCULTURAL RESEARCH JOURNAL

ISSUE 1 – Between Texts and Images: Mutual Images of Japan and Europe ISSUE 2 – Japanese Pop Cultures in Europe Today: Economic Challenges, Mediated Notions, Future Opportunities ISSUE 3 – Visuality and Fictionality of Japan and Europe in a Cross-Cultural Framework ISSUE 4 – Japan and Asia: Representations of Selfness and Otherness. The illustrations and photographs, in particular, are reproduced in low digital resolution and constitute specific and partial details of the original images. They perform a merely suggestive function and fall in every respect within the fair use allowed by current international laws. SCIENTIFIC BOARD Jean-Marie BOUISSOU, International Research Centre, European Training Programme Japan, Sciences Po CERI (France); Christian GALAN, Centre of Japanese Studies (CEJ), INALCO, Paris (France); Winfred KAMINSKI, formerly Faculty of Media and Media Education (IMM), TH Köln (Germany); Ewa MACHOTKA, Department of Asian, Middle. OTMAZGIN, Department of Asian Studies, The Hebrew University of Jerusalem (Israel); ŌTSUKA Eiji, The International Research Center for Japanese Studies, Kyōto (Japan); WONG Heung Wah, School of Modern Languages and Literature, The University of Hong. Repackaging Japanese culture: The digitalisation of folktales in the Pokémon franchise

Introduction
Results and Findings
Some criticisms on his work
Conclusion
Full Text
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