SOC206 – Research Report – Pokemon Go

 

Pokemon Go is simultaneously a youth culture that is relatively new, and one that has always been there. As a group, we thought about our questions that we would ask our trainers that we would interview for this documentary. We knew that Pokemon has been around since 1998 and that means a lot of the people that we interview for this project would have already had a taste of the Pokemon experience (Pokemon.wikia.com, 2016). But this wasn’t just the Gameboy Pokemon Game, it is a game that has become a societal and cultural hit with the young kids and the young adults who used to partake in the show and games as children. In this film we also discovered how people were exploring the world of Pokemon for the first time with this game and also catering to the people that never left it. We had our questions that we came up with in class and made sure they were broad but particular to this specific game that we could gain an insight into why people are playing this game and how it has surpassed just being a game and become a societal trend. Pokemon Go is something that has boomed into pop culture and been a subject of condemnation and of pop cultural praise. Not only has it had a massive youth following, but changed the space in how we go through life, and how people perceive youth and the game – together and separately. Our questions were important in how the films path would go.

Pokemon Go challenged the space around us. Space is neither fixed, material not constrained by time. Space is the “simultaneity of stories-so-far” (Massey, 2005). Space is a part of the research compartment of this documentary making that is important. Pokemon Go is a youth culture that changed the space around us, for example Kiama and Wollongong Lighthouse’s have become Poke Gyms and Poke Stops, the University of Wollongong has become a never-ending Pokestop hunt and Golbat spawn site (definitely not confirmed – I just get a lot of Golbats playing here). We chose these places to explore Pokemon Go as a youth culture because they are then popular places now for players (or trainers) to explore as they have become utilised for more than their intended landmarks use (Theyouthculturereport.com, 2016).

Our film something that contains insight into a youth culture that has challenged society and their perceived notions on games and youth. Pokemon Go has had a lot of flack for issues that has happened whilst people have played it, and also spawned moral panics about youth and their cultures (Lallo, 2016).

 

References:

 

Lallo, M. (2016). Fearmongering and moral panic: world’s media lose their minds over Pokemon Go. [online] The Sydney Morning Herald. Available at: http://www.smh.com.au/entertainment/tv-and-radio/fearmongering-and-moral-panic-the-worlds-media-lose-their-minds-over-pokemon-go-20160711-gq3nk1.html [Accessed 6 Sep. 2016].

Massey, D. (2005). For space. London: SAGE.

Pokemon.wikia.com. (2016). Pokémon: Indigo League – Pokémon Wiki – Wikia. [online] Available at: http://pokemon.wikia.com/wiki/Pok%C3%A9mon:_Indigo_League [Accessed 6 Sep. 2016].
Theyouthculturereport.com. (2016). THE YOUTH CULTURE REPORT » Pokémon Go: Rare Catch Causes A Central Park Stampede. [online] Available at: http://theyouthculturereport.com/pokemon-go-rare-catch-causes-a-central-park-stampede/ [Accessed 6 Sep. 2016].

 

 

 

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