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Pratama, Raditya

Abstract
R.S.
radityasurya@hotmail.com
I chose Pokemon as an example to show what is transmedia
storytelling, and
how transmedia storytelling works with Pokemon Worlds.

IN-DEPTH RESEARCH &


ANALYSIS
Pokemon as Transmedia Storytelling

ABSTRACT
1. INTRODUCTION
Nowadays, modern technologies helped a lot in such a way for people to
share their idea and story. It led into a new way for telling a story or idea that
called Transmedia.
Transmedia storytelling is telling a story across multiple media and
preferably, although it doesnt always happen, with a degree of audience
participation, interaction or collaboration (http://www.tstoryteller.com/transmedia-storytelling).
In my research, I wanted to use Pokemon as an example of the concept of
transmedia storytelling. There are many elements which lead to Pokemon
success across multi-media world.

2. THEORIES & EARLIER RESEARCHES


A lot of researches and experts has many concept about this transmedia
storytelling. The beginning of the terms transmedia storytelling is started
from Japanese marketing strategy of media mix that originated in early
1960s.
In the 1980s and 1990s the biggest marketing campaign that introduces
this transmedia storytelling was for the film A.I: Artificial Intelligence.
"Transmedia thinking anchors itself to the world of story, the
ambition principally being one of how you can bring story to
life in different places, in a non-linear fashion. The marketing
of motion pictures is the most obvious application, where
transmedia maintains that theres a bigger picture
opportunity to punting a big picture. (The Better Mousetrap: Brand
Invention in Media Democracy, 2012).

3. THE STORY WORLD


a. History
Pokemon was knows as an original Japanese video game owned by
Nintendo. The real name was Poketto Monsuta, it was created by
one of the greatest Japanese game designer, Satoshi Taijirin.
The beginning of Pokemon started when the Pokemon Red and
Green is released in February of 1996. Originally it was going to be
called Capsule Monster, and then changed into Pocket Monster
(Pokemon).

The factor that made Pokemon was popular was the highly
competitive nature of the game. You were meant to catch monsters
as well as battle them against other people, leading to cultural
phenomenon that followed. Later the card game was introduced.

b. Key Elements
i. The Plot

The plot is about how could a boy become the best Pokemon
trainer in the world.

ii. Characters

The protagonist is a young boy, and his 2 friends.


The antagonist are Jessie, James, Team Rocket

iii. Setting

Place: Japan, Kanto Region, Sinnoh

c. Video Game
Pokemon has more than 10 games that has been released until now.
The first game was released back in 14 December 1995 and
become the best new coming video games at that time.
The story started with the protagonist, Ash Ketchum, who receives a
Pokemon from his professor-relatives.
The main idea of the game was, you choose your first Pokemon from
3 Pokemon starter with Fire, Water or Leaf element. Then you need
to explore the map and defeat all the gym leader to become the
very best.

The main goals for Pokemon games are:


1. Explore the world
2. Catch all Pokemon
3. Gain all the gym badges
4. Defeating Elite Four.

d. Anime & Film

Pokemon also expand his universe through TV anime series. The


shows main target was aimed at children. The shows run from April,
1997 and until now its still on going.

e. Merchandise

When Pokemon became very successful, In 1998 A Pokemon store


opened, featuring various merchandise, such as toys, action figures,
cards, clothes, and any other merchandise. They also have website
where you can buy it online.

4. ANALYSIS & CONCLUSION


a. The Concept
From Henry Jenkins explanation of transmedia storytelling. The concept
of transmedia storytelling is applicable to the development of
Pokemon.

Started as a game for Game Boy then continued into cards game.
Pokemon keep growing as soon they had manga/comic book
adaptaions, following with televions shows (cartoon).
Pokemon was not only a game, but it expanding its world of story
through different media platforms.

b. Characters and Plots


Most often, transmedia stories are based not on individual
characters or specific plots but rather complex fictional worlds
which can sustain multiple interrelated characters and their stories.
This process of world-building encourages an encyclopedic impulse
in both readers and writers. We are drawn to master what can be
known about a world which always expands beyond our grasp. This
is a very different pleasure than we associate with the closure found
in most classically constructed narratives, where we expect to leave
the theatre knowing everything that is required to make sense of a
particular story. (Henry Jenkins,
http://henryjenkins.org/2007/03/transmedia_storytelling_101.html )

From this explanation, Pokemon applied that theory. Each of Pokemon


games, takes in different location, such as: Johto, Kanto, Sinnoh, Kalos.
It is not necessary to know about each location in order to understand
the story. It is also not necessary to know the main character, because
the goal is same: to catch all Pokemon and explore the world.

c. Subplots

The subplots from original video game was comic book and cartoon. It
is resemble the Pokemon world from the game exactly as it is but has
different plot. It expand new adventures of Ash Ketchum with Pikachu,
his Pokemon. After this extension, Pikachu become the mascot for
Pokemon story.

d. Conclusion

Pokemons success is related into how easy it is for everyone to


interact with any part of this franchise, whether by playing video
games, watch cartoon or even read the comic book.

REFERENCES
http://www.Pokemon.com/us/
http://convergenceishere.weebly.com/mario-and-Pokemon.html

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