Since the sale of Pokemon GO in 2016, there has been a craze around the world for Pokemon. Although various media outlets have been competitive in analyzing the causes of popularity, most of them point to technical factors such as AR technology and simple way of game play. This paper reveals the background of Pokemon contents in Japanese classical literature. Pokémon’s original source of media mix, which is utilized in games, comics, animation and character industries, can find its roots in the publishing and theater fields of the Edo era. The steady expansion of the game world was also seen in Japan’s classic literary creation process, Sekai(or story-world) and Shuko(or idea). Its characteristics are world’s expansion, and various characters and order (an opposing plot) are considered as factors of expansion. Also, collection and training, one of Pokemon’s biggest characteristics, can be seen in Edo era. There are Fair Fever and Barneske(or poster). As such, the traditional culture was based on, Pokemon was able to succeed.
한국일본언어문화학회 [Japanese Language & Culture Association of Korea]
설립연도
2001
분야
인문학>일본어와문학
소개
본 학회는 일본어학 및 일본문학은 물론, 일본의 정치, 경제, 문화, 사회 등의 일본학 전반에 걸친 연구 및 일본의 언어, 문화를 매체로 한 한국과의 비교 연구를 대상으로 하고 있다. 본 학회는 회원들에게 연구 발표 및 정보 교환의 기회를 부여하고 나아가 한국에서의 바람직한 일본 연구 자세를 확립하는 것을 주된 목표로 하고 있다.