She identifies Pokémon as a media form that has defined the current framework, laying the groundwork for peer-to-peer communication and creation of media. While the current generation has outgrown Pokémon, the game franchise shaped how global youth think about culture and gaming. It linked analog and digital media, she proposes, by creating an electronic game that later manifested as a collectible card game, manga, anime, toys and other media. It put portability at the center of the media mix, and helped establish Japanese media content as a transnational source of cultural capital
2008オタク産業白書(目次) | 出版物のご案内 | メディアクリエイト - 0 views
2007年のオタク市場規模は1,866億円、ライトオタク増加により市場拡大 - 0 views
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