Transmedial Worlds in Everyday Life by Susana Tosca Lisbeth Klastrup

Transmedial Worlds in Everyday Life by Susana Tosca Lisbeth Klastrup

Author:Susana Tosca, Lisbeth Klastrup [Susana Tosca, Lisbeth Klastrup]
Language: eng
Format: epub
Tags: Social Science, Media Studies
ISBN: 9781351365321
Google: AuavDwAAQBAJ
Publisher: Routledge
Published: 2019-09-17T04:58:42+00:00


This person, who is now in his thirties, got into the Pokémon TMW through watching the anime, and used the game in a way that fed the three desires of experiencing more, inhabiting the world and transforming it. He wished to spend more time in contact with his favourite universe, so he chose to re-enact Ash’s path through the adventure by collecting the same creatures and fighting the same tournaments (Ash is the main protagonist in the original Pokémon series). However, he could not bring himself to lose like Ash did in the series, since the videogame offered the possibility of another outcome. Even years later, the basic premise of the series, which is about capturing pocket monsters in different locations, influences the way he travels in general, stimulating his imagination every time he visits a new place. We cannot help but note the turns of phrase that indicate the strong attachment of this interviewee to the TMW: “marked me”, “attached to”, “epic adventure”. The fact that he, 20 years after the original engagement, still can express himself with such warmth, is a testimony to the impact that the series had on him as a child. He wanted both to be Ash and to win, and at some point the two wishes became incompatible, so he had to choose one path, which turned out to be different from the mere reproduction of the story he had been enchanted by. This resonates well with our earlier point of transmedial audiences not always embracing the original TMW mythos, but sometimes choosing to make their own interpretation. We also note that the player remembers that upon entering the TMW, he did not have complete information about it by any means, “we didn’t even know there were more Pokémon regions at that point”. If one only has seen the first season of the anime series, that is the whole world as it is known there – which in later expansions grows into a vast universe with seven regions in the main game and other additional ones in the side games. The slow discovery of a vast world of connected regions, lore and tournaments adds to the pleasure of being part of a detailed TMW that seems never to end. And as noted by our interviewee, the launch of Pokémon Go in 2016 was a hugely significant instantiation of this TMW, as it established the viability of AR as an entertainment platform. The game captured both new young audiences, but also made “old” audiences revisit their own childhood passion, as children and parents alike went around the whole world in a craze that lasted many months. In fact, Nintendo has just released the game Pokémon: Let’s Go, Pikachu! for the Switch console, with a game mechanics that includes a real ball that has to be thrown at the screen to catch the pocket monsters. The launching of this game has again managed to re-engage the old audiences as well as the newest ones. It seems



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