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[Commlist] CFP: Pikachu's Transmedia Adventures: The Continuing Adaptability of the Pokemon Franchise
Thu Aug 05 19:07:08 GMT 2021
Please find listed below details of a call for papers for a forthcoming
edited collection concerning the Pokemon franchise. The deadline for
abstracts is the 27th August and we are aiming to publish the collection
with Duke University Press.
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*Pikachu’s Transmedia Adventures: The Continuing Adaptability of the
Pokemon Franchise*
In 2021, the Pokemon franchise celebrates the 25th anniversary of its
debut in Japan and the fifth anniversary of its popular worldwide AR
cellphone game Pokemon Go. In fact, Pokemon is arguably experiencing
something of a resurgence and renaissance within the current cultural
moment. When a pop-up Pokemon Centre store was opened in London in 2018
to mark the release of Sword and Shield, queues for entering the retail
space frequently had to be closed due to demand whilst product lines
regularly sold out on a daily basis. In 2019, when the long-running
cartoon’s main character Ash Ketchum finally won a Pokemon tournament,
major news sites humorously deemed this victory a newsworthy event
(Bissett 2019). More recently, a revival in Pokemon card collecting has
left retail shelves bare and scalpers running rampant whilst
mint-condition ‘graded’ cards have sold for hundreds of thousands of
dollars at auction (Koebler 2021). Meanwhile, the games themselves
continue to be adapted to Nintendo’s console platforms, with the
Nintendo Switch releasing both remakes of previously popular titles
(Pokemon Let’s Go! Pikachu and Let’s Go! Eevee, Pokemon Snap) as well as
new titles exploring hitherto unknown regions (Pokemon Sword and
Shield). Much more than a franchise intended to commercially target and
exploit children, the Pokemon franchise represents an enduringly popular
intellectual property that continues to attract interest across generations.
Despite this, in-depth and continuous academic study of this hugely
popular intellectual property has been infrequent at best. In fact, the
last time that a dedicated collection of essays exploring the franchise
in a holistic manner was published was in 2004, with many of the
contributors positioning the property as a ‘fad’ whose cycle of
popularity was apparently at its end (see Tobin 2004; N.B. the augmented
reality game Pokemon Go (Niantic 2016- ) has bucked this trend by
generating considerable academic attention - see Kulak, Purzycki,
Henthorn and Vie 2019; Saker and Evans 2021). Where Pokemon has
attracted infrequent academic discussion, this has occurred in the
context of assessing how wider cultural flows from Japan to the West
have impacted on children’s media (Allison 2006; O’Melia 2020). What is
absent, then, is a volume that takes the Pokemon franchise on its own
terms and which situates the property within a much-changed media
environment. Thus, a study is needed which considers Pokemon in terms of
multiple contemporary debates within media and cultural studies. These
include - but are no way limited to - cultural, technological, and media
convergence (Jenkins 2006), discourses of transmediality and media mix
(Steinberg 2012; Williams 2020), paratextuality (Gray 2010), licensing
and/or (transgenerational) media industries studies (Santo 2015; Johnson
2019), material culture (Geraghty 2014; Bainbridge 2017) and fan
cultures (Scott 2019; Stanfill 2019). Whether approached as a transmedia
franchise, corporate intellectual property, system offering ludic
possibilities, fan community, or otherwise, academic scholarship should
better consider how the Pokemon franchise has engaged with, adapted to,
and challenged the contours of the ever-evolving transmedia environment.
This call for papers seeks abstracts of 300-500 words for chapters of
approx. 6000 words that explore topics including (but not are limited to):
*
The Industrial development of The Pokemon Company and its corporate
relations with Nintendo and other licensed partners.
*
Pokemon and the historical development of media industries studies.
*
The evolution of Pokemon: The Card Game and its relationship to
industrial contexts.
*
The evolution of the Pokemon computer games (e.g. games studies
perspectives; remediation relating to Let’s Go!, Snap, etc.)
*
Pokemon and/as character licensing.
*
Pokemon and transmedia storytelling and/as transmedia text.
*
Pokemon, transmedia tourismand the Experience Economy (e.g. the
Pokemon Cafe; the annual Pikachu Parade).
*
Pokemon Go and developments in augmented reality experiences and/or
the gamification of space.
*
Detective Pikachu and Pokemon’s other cinematic adaptations.
*
Pokemon’s historical developments as anime.
*
Pokemon’s historical developmentsas manga
*
Pokemon and/as fan fashion (e.g. high-fashion licensees, jewelry,
make-up).
*
Pokemon and/as paratextual theory.
*
Interventions concerning Pokemon and identity politics (e.g.
feminism, critical race theory, queer theory).
*
Pokemon and/as the global expansion of kawaii/cute culture.
*
Thematic analyses of the Pokemon franchise (e.g. its ties with
environmentalism).
*
Pokemon’s links to Japanese ‘soft power’.
*
Fan practices and transformative works related to the Pokemon
franchise across multiple forms and platforms.
*
Pokemon and/as children’s culture.
We are especially interested in soliciting chapters featuring
non-Western perspectives as well as ones engaging with historically
marginalised or underrepresented groups.
We hope to include work from both established and emerging scholars;
junior scholars & graduate students are encouraged to apply.
Please email abstracts of 300-500 words with an accompanying Author Bio
of approx. 150 words to Ross Garner ((GarnerRP1 /at/ Cardiff.ac.uk)
<mailto:(GarnerRP1 /at/ Cardiff.ac.uk)>) and EJ Nielsen (ej
<mailto:(enielsen /at/ umass.edu)>(nielsen.ephemera /at/ gmail.com)
<mailto:(nielsen.ephemera /at/ gmail.com)>) by 27 August, 2021.
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