(Euro Monitor, 2010) Thus the attempt must be made to connect the characters or pokemons of the game with the pets of the owners in such a way that the pets remind them of the great game they once played. Nostalgia is a great way to market to the adult audience.
The methods would be to advertise the product recalling the action of getting and keeping a pokemon. For example an advertisement for the Cat food can show meowth / pickachoo being taken into the ball by its owner. Then the question -- 'Meowth was kept in the pokemon ball, you used him in fights dint you? You can't nourish your cat in a ball now -- but give him best nourishment -- with Mcatball-meat ball for cats. For doggies we have to similarly bring up an association with throwing the ball -- 'do you throw sticks for your dogs…...
mlaReferences
Bulbapedia. (2011) "History of the Pokemon world" Retrieved September 8, 2011, from http://bulbapedia.bulbagarden.net/wiki/History_of_Pok%C3%A9mon
Carter, D. (2010) "Forever young: The rise of the kidult."
The Weekend Post, p. 6.
Euro Monitor. (2010) "Country Report Pet Care in Singapore"
app came out in 2016, Pokemon Go took the world by storm, turning everyone's neighborhood into an augmented reality play zone. The Niantic developers enjoyed an incredible amount of media attention in the initial few weeks after the app's release, but interest in the app subsided even within the first several months of its release because Pokemon Go is not a very good game at all. Just a few months after the app was released, it has "increasingly disliked by its own fans," (Morrison and Steinblatt). Although it seems cute and fun at first, Pokemon Go is a bad app because it is buggy, it is actually dangerous, and because there is no actual game play.
The Pokemon Go app is buggy, which is one of the main reasons why smartphone users have been ditching the game. It is possible the developers prematurely released the game or that they simply…...
mlaWorks Cited
Brewster, Kat. "Pokemon Go review: not a good game... but a great experience." The Guardian. 14 July, 2016. Retrieved online: https://www.theguardian.com/technology/2016/jul/12/pokemon-go-review-it-may-not-be-a-good-game-but-its-a-great-experience
Kollar, Phil. "What is Pokemon Go?" Polygon. 14 July, 2016. Retrieved online: http://www.polygon.com/2016/7/14/12183956/pokemon-go-review-ios-android-nintendo-niantic-company-mobile-game
Morrison, Sara and Steinblatt, Jacob. "Here it is: The Pokemon Go Backlash." Vocativ. Retrieved online: http://www.vocativ.com/347862/pokemon-go-is-suddenly-getting-a-lot-of-bad-reviews/
Watch Pokemon GO! An Overview of the Hottest New Augmented Reality Game
Mixed between the alarming headlines of terrorist acts on the global stage and those concerning the strangest U.S. presidential election in history are increasing reports of people of all ages and walks of life engaging in one of the hottest new games to hit the market in recent years, Pokemon GO. Indeed, even the mainstream media appears to be caught up in the craze, and curious consumers are joining the Pokemon GO throngs in pursuit of elusive but valuable wild Pokemon characters they can catch with their mobile devices in real-world locations. Moreover, growing numbers of local businesses are reporting increases in sales due to congregations of Pokemon GO players and it is reasonable to suggest that the tip of this economic iceberg has not been exposed yet. Given this explosion in interest, this paper provides a discussion…...
I used Yahoo Japan, a kind of Japanese eBay, and bought Pokemon cards from Japanese people at a low price point. I was able to resell cards at a premium price to Americans on eBay. While still in high school I became a top-rated seller on eBay, meaning I sold more than $12,000 in merchandise in 3 months.
My special something is my entrepreneurship. My business taught me the need to research what consumers want and look for new ways to do business. The world has just overseen the passing of a great entrepreneur -- Steve Jobs -- who changed the way human beings communicate because of his entrepreneurial genius. As Jobs said: "Your work is going to fill a large part of your life, and the only way to be truly satisfied is to do what you believe is great work." I know that if I love what I…...
As we are exposed to more and more sex and violence, these things begin to mean less to us, and indiscriminate and uncaring behavior appears to be one of the major results of this. In order to change the situation without impinging on this country's basic freedoms, media producers will need to shoulder the responsibility and provide content that is more conducive to a happy, well-adjusted, and more neighborly society.
BIBLIOGRAPY
Freedman, Jonathon L. Media violence and its effect on aggression: assessing the scientific evidence. Toronto: University of Toronto Press, 2002. 1-272.
otrla, Bowie. "Sex and Violence: Is Exposure to Media Content Harmful to Children?." Children & Libraries: The Journal of the Association for Library Service to Children 5.2 (Summer/Fall2007 2007): 50-52. Library, Information Science & Technology Abstracts. EBSCO. [Library name], [City], [State abbreviation]. 5 July 2009 .
Yount, William R. "Transcendence and Aging: The Secular Insights of Erikson and Maslow." Journal of…...
mlaKotrla, Bowie. "Sex and Violence: Is Exposure to Media Content Harmful to Children?." Children & Libraries: The Journal of the Association for Library Service to Children 5.2 (Summer/Fall2007 2007): 50-52. Library, Information Science & Technology Abstracts. EBSCO. [Library name], [City], [State abbreviation]. 5 July 2009 .
Yount, William R. "Transcendence and Aging: The Secular Insights of Erikson and Maslow." Journal of Religion, Spirituality & Aging 21.1/2 (Jan. 2009): 73-87. MasterFILE Premier. EBSCO. [Library name], [City], [State abbreviation]. 5 July 2009 .
Millner, Denene. "Messages in the Music." Essence 36.6 (Oct. 2005): 240-242. MasterFILE Premier. EBSCO. [Library name], [City], [State abbreviation]. 5 July 2009 .
This represents a risky move in this oligopolistic industry. The price of the PS3 was set at $499 for the 20 GB model and $599 for the 60 GB model. The Xbox360 is $200 less and the ii was priced at $250 (Ono, 2006). Sony's goal with the pricing strategy was twofold -- to connote the premium nature of the product and to cover the costs. The cost structure of the ii is less well-known, but Nintendo's business is game consoles. They are dependent on gaining market share, and their involvement in the ii games indicates that console diffusion may be a loss leader to spur games sales. ith the Xbox360, it is widely known that Microsoft is selling the product below cost. They were a late entrant into the console business and as a result have kept prices low in order to gain market share.
ith respect to product,…...
mlaWorks Cited:
Sony UK Website: About Sony. Retrieved April 25, 2009 from http://www.sony.co.uk/article/id/1060176719725
No author. (2008). 2008: Essential Facts about the Computer and Video Game Industry. Entertainment Software Association. Retrieved April 25, 2009 from http://www.theesa.com/facts/pdfs/ESA_EF_2008.pdf
Eran, Daniel. (2006). The Next Generation Game Consoles. Roughly Drafted. Retrieved April 25, 2009 from http://www.roughlydrafted.com/RD/Q4.06/5B47C6B2-0191-4825-80C9-F6EBCA0E3B23.html
Shaw, Anne. (2008). The Gaming Console War is Still Undecided, Wii to Take Lead. eFluxMedia. Retrieved April 25, 2009 from http://www.efluxmedia.com/news_The_Gaming_Console_War_is_Still_Undecided_Wii_to_Take_Lead_14062.html
However,
the toys themselves had a distinctly gendered feel.
While the author recalled Legos as gender-neutral, they did not appear
gender neutral in the toy-store setting. Instead, the Lego products were
based on action movies, such as tar Wars and Indiana Jones or else
featured something called a Bionicle, which appeared to be some type of
robot. There were some Legos called Clickits, which were pink and white
and featured teenage-looking cartoon-character girls. However, the Lego
sets from the author's youth, which featured blocks and other features to
build gender-neutral items like towns, simply were not present. Instead,
the Legos seemed less free-form and more structured, and came in boxes to
build specific designs, almost all of them masculine in stereotyping.
The other building materials were similarly gender-differentiated.
While the toy store had apparently gender-neutral building toys like Tinker
Toys and Mega Blocks, they also managed to capitalize on stereotyping. For
example, Mega Blocks offered themed playsets, including a pastel-toned
Disney Princess playset and a…...
mlaSex Roles, 54 (9/10), 717-726).
Green, V.A., Bigler, R., and Catherwood, D. (2004). The variability andflexibility of gender-typed toy play: A close look at children's behavioural responses tocounter-stereotypic models. Sex Roles, 51 (7/8), 371-386.
Q2.Do you agree or disagree with the statement: "Eighteen-year-olds in Paris have more in common with eighteen-year-olds in New York than with their own parents." would strongly disagree with this statement. Although teenagers around the world may be in a similar life stage, getting an education or beginning work, they still have the same cultural values about what is the correct relationship between parents and children, and what is meaningful in life as their parents. Their parents and society influenced them more than New York culture. Observers have noticed that there is a great difference between American parenting and parenting among the French. One woman noted that: "The French are certainly stricter. They shout more. They slap more. And they enforce manners....as a result, you find beautifully brought up children, and many of my French friends who are parents will argue endlessly that instilling discipline and setting boundaries is the…...
mlaWorks Cited
Bestore, Theodore & Helen Hardcore. "Contemporary Japan: Culture & Society." Columbia University. 2004. 17 Dec 2007. http://afe.easia.columbia.edu/at_japan_soc/
Di Giovanni, Janine. "Is Maman mean or magnifique?" The Daily Telegraph.
15 Jun 2007. 17 Dec 2007. http://www.telegraph.co.uk/portal/main.jhtml?xml=/portal/2007/06/15/nosplit/ftmaman115.xml
Yoon, Hyunsun Catherine. Cultural Values in contemporary Korean advertising: with special reference to the images of the elderly." Volume 1. Number 2. 2003. The Asian Research Center. 17 Dec 2007. http://www.stjohn.ac.th/arc/Cultural%20Values%20in%20contemporary%20Korean%20advertising.pdf
Cellular phones and video games did not exist in the past due to the absence of technology back then. The Japanese video game industry has revolutionized the world with its innovative games from giants such as Nintendo, Sega and Sony. The role-playing games genre has been a big contribution by the Japanese and a large part of their culture. They did not have video games back then but they had text-based adventures which people could play on their own. Mario brothers, pokemon, digimon are some of the brand names of Japanese culture. The Japanese game industry has developed a following around the world as people eagerly await games, which have the typical Japanese background music. These background tracks are also on the best selling charts in Japan.
Conclusion
Japanese culture depends on sharing subcultures such as expressionism, an urban sense of style, and high educational attainment. These processes and patterns have…...
mlaBibliography
Fukutake, T. 1981 the Structure of Japanese Society. Tokyo: U.P.
Kawasaki, K. 1992 "A Sociology of Baby Boomer Junior Generation." Across 216. PARCO Publications: 18-25.
Dale, Peter N.1986
The Myth of Japanese Uniqueness. London: Routledge.
Japanese Animation
Japan is known for its creative and unique animations. Pokemon, Astroboy and Doraemon are only a few beloved Japanese animation characters. The genre dates back to the early 1900s. The first animated Japanese movie was Kyoto, a tale about a boy in a navy uniform waving. At only 50 frames, the film was considered an innovative breakthrough. In the years to come however, there was very little animation (also known as "anime" and "manga") created until the Nationalist Pre-war government thought that it could be a useful propaganda tool (Halsall, 2010). The Ministry of the Navy commissioned two movies in the 1940s to help encourage morale and raise the spirits of the Japanese people during the war. The films featured "Peach Boy," a Japanese folk hero that spearheaded a naval unit of people and animals representing other nations in Asia.
There were many starts and stops in the field of…...
mlaReferences
Halsall, J. (2010). Anime Goes Mainstream. School Library Journal, 56(9), 32-33.
Lamarre, T. (2002). From animation to anime: drawing movements and moving drawings. Japan Forum, 14(2), 329-367. doi:10.1080/09555800220136400.
Popular Culture in the Classroom
From the wide range of materials teachers can use in the classroom, popular culture is one of the best sources. They appear to public attention as the indication of the rapid growth of the society. Many of the pop culture icons are mostly well-known, regionally and internationally. Students enjoy working with pop culture that they are familiar with. Some of them think that such materials are less intimidating than heavy textbooks. With appropriate use and organized application, the pop icons can be remarkable teaching tools in the classroom. eading sources and mass produced resources are widely available in all seasons, giving teachers plentiful options.
Despite the 'pop' reputation, the community does not need to worry that these materials would wreck the traditional schooling rules. Modern people are quite erudite to recognize popular culture items more than just as second-class articles. In fact, the culture symbols were…...
mlaReferences
Amster, S. (2000). Shakespeare vs. Teletubbies: Is There a Role for Pop Culture in the Classroom? Adams 5th Publication July/August 2000. Retrieved Mar. 25, 2003 from Harvard Education Letter Research Online. Web site: http://www.adams5th.com/journalism.htm
Brooks, E. (1994). Japanese Popular Culture in the Classroom. Retrieved Mar. 25, 2003 from National Clearinghouse for U.S.-Japan Studies Indiana University. Web site: http://www.indiana.edu/~japan/digest3.html
Burghes, D. And Galbraith, P. 2000. Teaching Mathematics Through National Lotteries. International Journal for Mathematics Teaching and Learning. Retrieved Mar. 25, 2003 from Centre for Innovation in Mathematics Teaching University of Exeter. Web site: http://www.ex.ac.uk/cimt/ijmtl/ijnatlot.pdf
Curry, D.L. (2003) Taking Trips to Museums Online. In The Digital Classroom Questions and Answers. Retrieved Mar. 25, 2003 from Creative Classroom Online. Web site: http://www.creativeclassroom.org/ma03tech/qanda.html
Public Order Maintanence Policing
Theory Of Broken Windows
The "Broken Window" theory has enthused police departments in the United States while extending community policing, since its conception in 1982 by James Q. Wilson and George L. Kelling. The "Broken Windows" theory suggests that neglecting smaller issues would attract bigger issues. The proponents of the theory consider that "at the community level, disorder and crime are usually inextricably linked, in a kind of developmental sequence" and that "one unrepaired broken window is a signal that no one cares and so breaking more windows costs nothing" [Wilson, Kelling, 1982]
However, 'Broken Window' is "only a theory." [Miller, 2001] Controlling crime in a society cannot be as simple as fixing broken windows. The reason for crime in a society is not just about the way the community is maintained; it is a very complex issue with many dimensions. In fact, a criminal mind is at times…...
mlaReferences
Miller D.W. "Poking Holes in the Theory of 'Broken Windows." 2001, Available at Accessed on 8.10.2003http://www.umsl.edu/~nestor/The%20Chronicle%20February%209,%202001%20Poking%20Holes%20in%20the%20Theory%20of%20.htm.
Vigil, James Diego. A Rainbow of Gangs: Street Cultures in the Mega-City, University of Texas Press, United States, 2002
Wilson, James. Q. and. Kelling George. L. "Broken Windows The police and neighborhood safety," March 1982 Available at Accessed 8.10.2003http://www.theatlantic.com/politics/crime/windows.htm .
Japanese Pop Culture
There can be no denying the power of America in twentieth century in Japan's cultural landscape. For Japanese, America has served as a model for both emulation and contrast." (Craig) But in this instance, the pupil is becoming the teacher. Americans seem to be energized by being exposed to Japanese culture via this innocent exchange of pop culture and commerce. Many young Americans are taking martial arts and Japanese language lessons and Asian studies in college has become perfectly normal major while the sale of white rice wrapped with seaweed as a snack doesn't sound so bad anymore.
Japanese comics are also migrating into the United States. This report will discuss both the Japanese and American cultural differences that could be leading to this fad. Today, comic books have changed in the sense of how they are used as entertainment tools. Comics are not just for kids anymore, especially…...
Japanese Music from Anime and Video Games on American Culture
Music found in Japanese anime and video games has found its' way into American culture, as the popularity of these mediums has provides a route through which Japanese artists and creative works may extend beyond the Asian region (Shahriari 179). The cross cultural nature of music can be seen in the development of today's Japanese popular music; known as J-Pop, has roots which can be traced to the pre-orld ar II western jazz clubs (Shahriari 178). The Japanese music scene developed its' own culture, as seen with Japanese crooners emulating the style of Elvis Presley, such as Paul Anka and J-Pop songs of the time such as Sukiyaki (Shahriari 179). The style mainly stayed within Japan, with little music becoming well know externally (Shahriari 179). However, the use of the music in anime, as well as video games has increased…...
mlaWorks Cited
Kelts, R. Japanamerica: How Japanese Pop Culture Has Invaded the U.S. New York: Palgrave Macmillan, 2006. Print.
Knobel, M, and C Lanlshear. "Remix: The Art and Craft of Endless Hybridization." Journal of Adolescent & Adult Literacy 52.1 (2008): 22-33. Print.
Sexton, J. Music, Sound and Multimedia: From the Live to the Virtual. Edinburgh: Edinburgh University Press, 2007. Print.
Shahriari, A. Popular World Music. Abingdon: Routledge, 2015. Print.
The figures in the painting are taking part of all the earth has to offer - a paradigm that is much more common regarding sex and other sensual pleasures today. Furthermore, the religious terror of Hell has somewhat diminished; we now have more practical concerns, such as leaving a sustainable heritage to our children.
A therefore believe that Bosch would have painted vastly different images of our world today. Rather than for example following the biblical pattern of perfection - fall - damnation, he might have explicated his theme by means of earth history. Before the arrival of the modern age, human beings lived in a sort of innocent harmony with the earth. With technology, the "fall" occurred. The atrocities we see now (as discussed by Williams) is the condemnation after the fall, or a kind of hell on earth. The first of the triptych might therefore be landscapes and…...
The Impact of Immersive Technologies on the Evolution of Entertainment
Introduction
In the contemporary world, the entertainment industry is undergoing a transformative shift, driven by the advent of immersive technologies that are blurring the boundaries between the physical and digital realms. From virtual reality (VR) to augmented reality (AR) and mixed reality (MR), these technologies are revolutionizing the ways in which we interact with entertainment content, creating unprecedented experiences that challenge traditional notions of immersion and interactivity.
The Transformative Power of Virtual Reality
Virtual reality (VR) has emerged as a leading force in transformative entertainment, offering users the ability to step into immersive virtual....
1. The strategic release of innovative and engaging video games across multiple platforms has played a crucial role in making Pokémon the highest revenue-generating multimedia franchise globally.
2. The extensive global reach of Pokémon through a combination of merchandise, trading card games, animated TV series, movies, and collaborations with various industries has contributed significantly to its impressive revenue generation.
3. The development of a strong and loyal fan base over the past two decades has been instrumental in sustaining Pokémon as a top revenue-generating franchise, with fans consistently investing in various related products and experiences.
4. The strategic marketing and brand partnerships of....
1. Pokémon's captivating gameplay and immersive storyline have captivated audiences globally, establishing it as a timeless phenomenon that continues to generate substantial revenue across various multimedia platforms. ()
2. The strategic marketing and licensing initiatives employed by The Pokémon Company have played a crucial role in expanding the franchise's reach, creating a vast ecosystem of products and experiences that appeal to a diverse consumer base. ()
3. The enduring popularity of Pokémon can be attributed to its ability to tap into nostalgia, evoking fond memories and establishing a strong emotional connection with fans of all ages. ()
4. The franchise's success is driven....
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