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Pokémon
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Pokémon, that most enigmatic of all--well, what is
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it? A game? TV show? Toy?--claims the Top 5 spots on the U.S. video games
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chart. It is the top-rated kids' TV show; more than 50 million Pokémon game
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cards have been sold; eBay is hosting more than 5,000 auctions for Pokémon
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cards; Burger King is distributing 57 Pokémon toys over 56 days--expect chaos
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at the drive-thru. Pokémon: The First Movie , which opened this week,
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will rule the fall box office. When a Los Angeles radio station announced a
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contest for free movie tickets, 70,000 calls a minute overwhelmed the
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switchboard. Pokémon creator Nintendo and its licensees will make $1 billion in
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the United States from Pokémon this year and $7 billion worldwide.
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In the happy months before Pokémon dolls are
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chucked into the Toys "R" Us remainder bins with Trolls, Pogs, and Ninja
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Turtles, let us pause to reflect on the lesson of the Pokémon billions: This
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money could have been yours.
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In 1994, anyone could
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have known that Pokémon was coming. This is the Iron Law of Preteen Manias.
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Every four years--every mini-generation--an entirely predictable entertainment
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phenomenon enthralls America's kids: Transformers in the mid-'80s, Teenage
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Mutant Ninja Turtles in the early '90s, Mighty Morphin Power Rangers in the
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mid-'90s, Pokémon today.
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These phenoms invade from Japan--or, in the case of the
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Ninja Turtles, might as well have. They are premised on the notion that some
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mysterious force can alter the ordinary into the extraordinary. Kids,
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especially 6-12-year-old boys, strongly identify with the changing characters,
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imagining themselves as suddenly potent Transformers, Turtles, or Power
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Rangers. With Pokémon , they become masters of the evolving, growing
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Pokémon monsters. These games/toys/shows present kids with a world they can
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control--a world where the little guy becomes conqueror, kids (or their
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proxies) defeat evil, and adults are essentially absent. These entertainments,
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in short, serve as practice for growing up, preparation for the trek through
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adolescence.
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Pokémon outclasses its
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predecessors in every way. Introduced in Japan as a video game in 1995, it now
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features a card game, several video games, a TV cartoon, and endless related
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foods, books, posters, toys. (The cartoon made headlines in December 1997 when
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its flashing lights sent more than 700 Japanese kids into convulsions.) The
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games and show arrived in the United States a year ago and became wildly
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popular almost immediately. They are a triumph of cross-marketing. The TV show
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essentially advertises the games, which pushes sales of Pokégear.
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In Pokémon, you play a "trainer" of "pocket
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monsters"--cute, curious creatures with magical powers. The most famous Pokémon
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is Pikachu ( Gesundheit! ), a delightful little yellow mouse that shocks
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with its electric tail. Butterfree blows "stun spores" with its butterfly
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wings. Bulbasaur is a squat blue dinosaur with a plant on its back. Other
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Pokémon are similarly odd. (Click for more about the cleverness of the
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monsters.) With care and training, Pokémon can "evolve" into more powerful
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creatures. Pikachu, for example, evolves into the thunderous Raichu. (Pokémon
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may be the only way to keep Darwin in schools.) As zookeepers for this freakish
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menagerie, kids are supposed to collect all 151 Pokémon, store them in little
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Pokéballs, and use them to fight other players' Pokémon.
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Pokémon combines the best elements of other kid
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fads including Beanie Babies, Tamagochi, and Ninja Turtles. Like Beanie Babies,
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Pokémon exploits kids' instinct to collect. From baseball cards to dolls to
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stamps, preteens are collectors by nature: They are learning to recognize
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patterns and organize their world. Pokémon allows them to indulge this in the
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most elaborate way. The motto of Pokémon is "Gotta catch 'em all." You have to
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get every Pokémon card and play the video games till you capture all 151
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Pokémon. (Ninja Turtles or Power Rangers lacked this collecting aspect.) This
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acquisitiveness has turned Pokémon into an economics lesson: Kids spend hours
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bartering cards and figuring out what exactly a particular Pokémon is
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worth.
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Pokémon marries
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collecting to pop cultural obsession, catering to the interests of preteen
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boys. There are dinosaur, snake, and dragon Pokémon. Several were created by
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DNA experiments gone awry. Some practice martial arts. One is made out of
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computer code (don't ask).
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Pokémon softens its violence with sweetness. Like Ninja
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Turtles and Power Rangers, Pokémon is packed with battle scenes. But it is far
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gentler. Pokémon never die, they only "faint." They are warriors, but they are
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also darling. "They are cute fuzzy things, but they are also really violent.
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That is incredibly appealing to kids, especially boys," says Susan Linn,
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associate director of the Media Center of Judge Baker Children's Center.
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Pokémon plagiarizes Tamagochi, the nurturing game that so entranced kids.
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Pokémon demands that players learn to care for their charges, educate and
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"evolve" them, and take them to the Pokémon hospital when they are hurt.
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What differentiates
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Pokémon from other phenoms is that it merges a TV franchise with a compelling
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game. Transformers, Turtles, and Rangers were largely confined to action
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figures and television. Pokémon, by contrast, centers on an intellectually
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demanding game. (It may resemble Dungeons & Dragons more than any toy fad.)
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Pokémon creates an entire alternate universe, a land with its own cities,
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ecosystem, and rules. It is essentially a genius-level version of
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rock-paper-scissors. Each Pokémon has its own skills that work better against
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some Pokémon than others. Trainers calculate how their Pokémon's talents match
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against rivals, a fiendishly complicated task that requires mastering and
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manipulating information about every monster--a 151-variable algebra problem.
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Can a Sandshrew, a specialist in ground fighting, beat a water Pokémon like the
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Poliwhirl? Can a Pikachu defeat an evolved Raichu? (Yes, if it uses speed
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attacks rather than electrical ones.) Many adults, delighted by the game's
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complexity, have taken up Pokémon. No adult ever played with Ninja
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Turtles or Power Rangers.
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Pokémon has caused the expected consternation among parents
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and educators. Its emphasis on acquisitiveness annoys parents who find
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themselves buying pack after pack of new cards. Pokémon has been banned in
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countless schools because kids won't stop trading cards. Parents find
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themselves intervening to stop their kids from making bad deals with
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unscrupulous classmates. Critics claim Pokémon is literally addicting kids. A
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San Diego law firm just filed a class-action suit against the Pokémon card
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manufacturer alleging that Pokémon is illegal gambling. By seeding packs with a
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few high-value cards, the manufacturer is encouraging kids to buy Pokémon cards
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like lottery tickets. Kids buy again and again in hopes of finding that rare
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holographic Pikachu.
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TV watchdogs complain
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about the cartoon's violence. (The TV show, it must be said, is far less
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interesting and sophisticated than the games.) And Pokémon has spawned the
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usual fundamentalist protests: One Colorado preacher made kids in his
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congregation watch as he torched Pokémon cards and chopped a Pokémon toy with a
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sword.
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But critics can rest assured that Pokémon won't last. The
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market will saturate. Kids will tire of the 151 creatures and even the 100 new
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ones on the way from Japan. Sure as the Backstreet Boys will meet a bad end,
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you can be certain that the Pokémon generation will age out of the game and
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into sullen teendom. The generation that follows will find its own craze. This
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is too bad, because Pokémon is undoubtedly much smarter and more charming than
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what will supplant it.
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Still, the inevitable death of Pokémon presents us
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with the opportunity to create the replacement phenom and cash in on it. What
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transforming, magical game/toy/show will delight the 8-year-olds of the future?
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I've got it! The Netosaurs: A team of dinosaurs that travel through the World
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Wide Web fighting viruses and eating spam.
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