{"id":84089,"date":"2025-03-13T11:28:54","date_gmt":"2025-03-13T11:28:54","guid":{"rendered":"https:\/\/essays.homeworkacetutors.com\/the-effect-of-pokemon-on-childrens-culture\/"},"modified":"2025-03-13T11:28:54","modified_gmt":"2025-03-13T11:28:54","slug":"the-effect-of-pokemon-on-childrens-culture","status":"publish","type":"post","link":"https:\/\/www.colapapers.com\/us\/the-effect-of-pokemon-on-childrens-culture\/","title":{"rendered":"The Effect Of Pokemon On Childrens Culture"},"content":{"rendered":"<div class=\"content position-relative mb-4\">\n<h2>The impact on children\u2019s culture of anime, manga, video games and trading cards of Pok\u00e9mon<\/h2>\n<p>Japan\u2019s popular culture industry is very vigorous in recent years. The popular culture consists of anime, manga, video games and trading cards. These media have a great impact on children\u2019s culture in Japan and also other countries. Pok\u00e9mon is a very successful case. Pok\u00e9mon first appeared in the game of the Nintendo\u2019s Game Boy, and then quickly diversified into manga, anime, movies, trading cards and toys in those years, and Pok\u00e9mon phenomenon is appeared in Japan in 1996. These products revolved mainly around children and youths and had impacts on them. This essay will examine the impact of Japanese popular media culture on children\u2019s culture using Pok\u00e9mon as an example. The impacts which will discuss in this essay are effects on children\u2019s literacy, the social effects, effects of addiction and violence. I will use two case studies to argue some effects on children\u2019s literacy. Data have been collected from two articles. The author of the articles was a primary school teacher and she collected data from the classes she was teaching. Besides children\u2019s literacy, there are many impacts in other aspects. Furthermore, negative impacts are much more than positive impacts. This will be discussed at the end of the essay, also the future of children\u2019s culture under the influence of Japanese popular culture.<\/p>\n<p>The anime Pok\u00e9mon is diversified from its video game. This anime talks about Satoshi, a 10 years old boy, and his friends travels the world catching Pok\u00e9mon and battling Pok\u00e9mon trainers. This is the primary source of the essay.<\/p>\n<p>Allison, A. 2004. \u2018Cuteness as Japan\u2019s Millennial Product\u2019. In: Tobin, J. Pikachu\u2019s Global Adventure: The Rise and Fall of Pok\u00e9mon. Durham: Duke University Press: 34-52<\/p>\n<p>Anne Allison is a Professor of cultural anthropology at Duke University in the United States, specializing in contemporary Japanese society. Her current research is on the recent popularization of Japanese children\u2019s goods on the global marketplace and how its trends in cuteness, character merchandise, and high-tech play pals are remaking Japan\u2019s place in today\u2019s world of millennial capitalism. In Cuteness as Japan\u2019s Millennial Product, she finds that Pok\u00e9mon is a successful case of children\u2019s entertainment product with media mixes. Its success follows the previous waves of successful Japanese products which started in the late 1980s, and have impacted childhood consumption around the world. These products impacted children\u2019s lifestyle in new interactive ways. Pok\u00e9mon is game-based makes it more interactive than a mere anime or movie. This article provides information that supports my arguments, children buy lots of Pok\u00e9mon-related products other than video games or comics, and Pok\u00e9mon create or facilitate a common culture among children.<\/p>\n<p>Arthur, L. 2001. \u2018Popular Culture and Early Literacy Learning\u2019, Contemporary Issues in Early Childhood, 2(3): 295-308<\/p>\n<p>Dr Leonie Arthur is a senior lecturer in early childhood education at the University of Western Sydney. She has taught in long day care, preschool and school and is an active member of a number of peak early childhood organizations, including Early Childhood Australia. She currently works with undergraduate and postgraduate students at the University of Western Sydney in areas of early childhood curriculum and literacy. This article reports on research findings which indicate that while children\u2019s home and community literacy experiences and texts are increasingly digital and connected to popular media culture experiences and texts in educational settings are predominantly book-based and generally exclude popular media culture. In practice, children\u2019s literacy is affect by television, videos, computers, comics, trading cards and magazines rather than children\u2019s books. It also examines the role of popular media culture in children\u2019s lives. This article provides support for my arguments which related to children\u2019s literacy and violence: media restricts children\u2019s creativity and promotes violence.<\/p>\n<p>Buckingham, D. and Green, J.S. 2003. \u2018Structure, Agency, and Pedagogy in Children\u2019s Media Culture\u2019. Culture and Society 25(3): 379-399<\/p>\n<p>David Buckingham is the Professor of Education and Director of the Centre for the Study of Children, Youth and Media at the Institute of Education, London University. His research is on children\u2019s and young people\u2019s interactions with television and electronic media. Julian Sefton-Green is the Head of Media Arts at WAC Performing Arts and Media College, an informal learning centre in North London, England. He has researched and written widely on many aspects of media education and new technologies. The authors point out that Pok\u00e9mon as a phenomenon is a controlled and calculated commercial strategy aimed manipulatively at the children\u2019s market. They examine some positive and negative effects of the Pok\u00e9mon phenomenon on children. Pok\u00e9mon engages children visually through television, video games and as consumers through the range of products available. This article provides information that support my argument, Pok\u00e9mon create common culture among children, makes children spend lots of money to collect valuable trading cards and children bully others to grab their cards.<\/p>\n<p>Ito, M. 2006. \u2018Japanese Media Mixes and Amateur Cultural Exchange\u2019. In: Buckingham, D. and Willett, R. Digital Generation: Children, Young People, and New Media. Mahwah: Lawrence Erlbaum Associates: 49-66<\/p>\n<p>Mizuko Ito is a Japanese cultural anthropologist who is an Associate Researcher at the Humanities Research Institute at the University of California, Irvine. Her main professional interest is the use of media technology. She has explored the ways in which digital media are changing relationships, identities, and communities. She sees \u201cthe move toward new media as an interaction between long-standing and emergent media forms, rather than a shift from old analog to new digital media;\u201d while most of the essay explores the \u201clow-tech media of trading cards and comic books,\u201d The article is about young people\u2019s relationship to media. Ito argues that \u201cthese analog media forms are being newly infected through digitally enabled sociality\u201d. She also examines the trading cards activities. This article supports my argument that children play trading cards class whenever they have time and a people as their competitor.<\/p>\n<p>Marsh. J. 2009. \u2018Writing and Popular Culture\u2019. In: Beard, R. and Myhill, D. and Riley, J. and Nystrand, M. The SAGE Handbook of Writing Development. London: SAGE Publication Ltd: 313-324<\/p>\n<p>Jackie Marsh is Professor of Education and Head of the School of Education at the University of Sheffield. Her research focuses on the role and nature of popular culture in young children\u2019s literacy development. She has conducted research projects that have explored children\u00b4s access to new technologies and their emergent digital literacy skills, knowledge and understanding. This chapter examines the potential role that popular culture can play in writing curriculum in schools. She examines how popular culture affects children and young people\u2019s written texts in classrooms. She considers the adaptation of out-of-school popular cultural writing practices for educational purposes, and explores the way in which these practices are challenging the boundaries of writing as it is instantiated in the curriculum. This article provides information that support my argument, popular culture restricts children\u2019s creativity\/<\/p>\n<p>McDonnell, K. 2000. Kid Culture: children and adults and popular culture. Annandale: Pluto Press.<\/p>\n<p>Kathleen McDonnell makes her living writing in a variety of genres, from playwriting to junior fiction to social criticism. Besides her many books, she writes articles and opinion pieces for the Globe and Mail, Toronto Star, Chatelaine, Maclean\u201ds, and Utne Reader, and also contributes to CBC Radio and Canada AM. Her plays have been produced throughout Canada. She explained that the reason she writes about children: \u201cI find that children\u2019s stories are usually the best medium to express what I want to say; and about because I have a burning interest in kids and their culture, how they think and feel about the world they\u2019re growing up in\u201d. The book explores children and popular culture and help adults better understand the role of popular cultures plays in children\u2019s lives. Kathleen McDonnell offers a balanced and engaging perspective on the power and influence of children\u2019s culture. This book supports my argument that trading cards encourage gambling addiction.<\/p>\n<p>McGray, D. 2002. \u2018Japan\u2019s Gross National Cool\u2019. Foreign Policy. June\/July 2002: 44-54<\/p>\n<p>Douglas McGray writes about social and political issues, science, and culture for the New Yorker, This American Life, the New York Times Magazine, the Atlantic Monthly, the Los Angeles Times, Wired, and Time. He is a contributing writer of Foreign Policy magazine. He spent the spring of 2001 in Japan as a media fellow of the Japan Society. In Japan\u2019s Gross National Cool, McGray argues Japan\u2019s street culture, from fashion to art to music, has become ever more vibrant and is having an unprecedented influence on the rest of the world. He analyzes \u201cwhat made Japan a superpower more than just a wealthy country\u201d. He examines the globalization of Japanese culture. This article provides information of how Japanese popular culture affects other countries.<\/p>\n<p>Squire, K. 2003. \u2018Video games in education\u2019. International Journal of Intelligent Simulations and Gaming (2) 1.<\/p>\n<p>Dr. Kurt D. Squire is an associate professor at University of Wisconsin-Madison, and Director of the Games, Learning &amp; Society Initiative, and best known for his research into game design for education. The article examines the history of games in educational research, and argues that the cognitive potential of games have been largely ignored by educators. Contemporary developments in gaming, particularly interactive stories, digital authoring tools, and collaborative worlds, suggest powerful new opportunities for educational media. Squire analyzes educational games refers to some checklists ad frameworks. He promotes case studies and design experiments as a research method that doesn\u2019t study isolated variables. He states that there are four concerns of video games, which are encouraging violent or aggressive behavior, employing destructive gender stereotyping, promoting unhealthy attitudes and stifling creative play. This article provides information that support my argument, popular culture restrict children\u2019s creativity and children imitate violence in media.<\/p>\n<p>Willett, R. 2004. \u2018The Multiple Identities of Pok\u00e9mon Fans\u2019. In: Tobin, J. Pikachu\u2019s Global Adventure: The Rise and Fall of Pok\u00e9mon. Durham: Duke University Press: 226-240.<\/p>\n<p>Dr Rebekah Willett is a lecturer in Education on the MA in Media, Culture and Communication and the MA in ICT at the Institute of Education. She is a member of the Centre for the Study of Children, Youth and Media. She has conducted research on children\u2019s media cultures, focusing on issues of gender, literacy and learning. Willett discusses the multiple identities of Pok\u00e9mon fans. She uses a cultural studies model to make sense of the \u201cidentity work\u201d children do in their story writing. She finds that Pok\u00e9mon thrives in children\u2019s culture by providing a variety of subject positions for children to adopt as they perform and shift their identities in a variety of context in their daily lives. This article supports my argument, children use too much dialogue and insufficient amount of description when writing story because of popular culture, and children isolate others who do not familiar with Pok\u00e9mon.<\/p>\n<p>Willett, R. 2005. \u2018\u201dBaddies\u201d in the classroom: Media education and narrative writing\u2019. Literacy 39, 3: 142-148.<\/p>\n<p>Dr Rebekah Willett is a lecturer in Education on the MA in Media, Culture and Communication and the MA in ICT at the Institute of Education. She is a member of the Centre for the Study of Children, Youth and Media. She has conducted research on children\u2019s media cultures, focusing on issues of gender, literacy and learning. This article relates findings from a classroom study focusing on children\u2019s media-based story writing. The study examines how children write their own stories under the effects of media, that is, how they consume media and how they produce new media texts. Willett finds that children\u2019s media-based stories make explicit some of implicit knowledge of new media forms. \u201cBaddies\u201d in the classroom: Media education and narrative writing provides information that support my argument, children write too much dialogue and insufficient amount of description, story with unpronounceable names and incomprehensible plots, also unnecessary violence.<\/p>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>The impact on children\u2019s culture of anime, manga, video games and trading cards of Pok\u00e9mon Japan\u2019s popular culture industry is very vigorous in recent years. The popular culture consists of anime, manga, video games and trading cards. These media have a great impact on children\u2019s culture in Japan and also other countries. Pok\u00e9mon is a [&hellip;]<\/p>\n","protected":false},"author":8,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5830],"tags":[11203,11208,9816,5674,5853,11209,9839,6862,11207,11206,11204,11205],"class_list":["post-84089","post","type-post","status-publish","format-standard","hentry","category-young-people","tag-ace-myhomework-research-paper-help","tag-assessment-homework-help","tag-best-ideas-for-research-paper-topics-in","tag-create-a-2-4-page-resource","tag-free-essay-samples","tag-help-with-assignment","tag-kw","tag-online-homework-help","tag-prepare-a-10-12-slides-powerpoint-presentation","tag-students-assignment-help","tag-superior-papers","tag-sweet-study-bay"],"_links":{"self":[{"href":"https:\/\/www.colapapers.com\/us\/wp-json\/wp\/v2\/posts\/84089","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.colapapers.com\/us\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.colapapers.com\/us\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.colapapers.com\/us\/wp-json\/wp\/v2\/users\/8"}],"replies":[{"embeddable":true,"href":"https:\/\/www.colapapers.com\/us\/wp-json\/wp\/v2\/comments?post=84089"}],"version-history":[{"count":0,"href":"https:\/\/www.colapapers.com\/us\/wp-json\/wp\/v2\/posts\/84089\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.colapapers.com\/us\/wp-json\/wp\/v2\/media?parent=84089"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.colapapers.com\/us\/wp-json\/wp\/v2\/categories?post=84089"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.colapapers.com\/us\/wp-json\/wp\/v2\/tags?post=84089"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}