If you grew up in the 90s or even the 00s, chances are you have played Pokémon in some form or another. Whether on any of the various versions of the Gameboy, via the Pokémon trading card game, or through your phone, Pokémon made a huge cultural impact on global society.
The most recent Pokémon game to sweep the nation, Pokémon Go!, is a great example of convergence while accessing transmedia. Since the game is an application for smart phones, one must have a communication delivery system via data or Wi-Fi. As mentioned, the hardware required to play the game is, of course, a mobile device. In this case, the digitized content is a combination of graphics and audio, as the map and Pokémon in the game sync up with the familiar music and sound effects everyone has grown to love over the years. The computerized technology used in order to play Pokémon Go! is the touch screen built into phones, as well as the accelerometer used to detect motion.
Pokémon in general is a great example of transmedia because the Pokémon Universe has surpassed beyond the gaming industry and delved deep into our culture as well. Pokémon can be found in the world of video gaming, card gaming, cosplay conventions, and more.
Cyborgs and the Homework Economy
Haraway’s definition of Cyborg, in which we are all (as humans) technically cyborgs, can be seen to influence the world of Pokémon through the similarities between the appearance and personality of Pokémon and humans. Throughout the video game series and the television show, numerous Pokémon exhibit human-like behavior and emotions. Similarly, Pokémon like Hitmonchan and Machamp are humanoids that blur the lines between Pokémon and humans.
The influence of cyborgs and the lessening distinction between humans and animals helped to influence the writers of the show, as well as the artists behind the creation of certain Pokémon.