When I was 11 and dreaming of competing in the Pokémon World Championships held in Sydney in 2000, my friends and I spent hours training teams of creatures and battling them on our Game Boy consoles. I never made it as a player but did achieve my dream on my 26th birthday, when I covered the world championships as a journalist.
The first wave of Pokémon mania in the late 90s saw the franchise viewed with suspicion by most adults. Now that the original fans have grown up and become parents themselves, we see what Pokémon is truly about: an imaginative, challenging, and wholesome series of games that rewards every hour children devote to it. Like Harry Potter, the Famous Five and Narnia, Pokémon offers a powerful fantasy of self-determination set in a world almost totally free of adult supervision.
Pokémon was designed from the beginning to be a social game, encouraging players to trade and battle with each other to complete their collection of virtual creatures and train their teams up into super-squads. The internet has normalized this idea of video games as social activities, but when Pokémon Go launched in 2016, it brought people together in a way that was unprecedented - hundreds of people converging on the same park to catch a Gengar.
Pokémon is often thought of as a turn-of-the-century fad, but its success wasn't instant. It was the result of slow-burning sales over years. The franchise has become the highest-grossing entertainment property of all time, with north of $100bn in revenue from TV series, merchandise, trading cards, games, and more.
Pokémon's creator Satoshi Tajiri was born in Machida, a city on the outskirts of Tokyo, where he collected bugs as a child. He later became an avid video game player and started putting together a monthly zine with his friend Ken Sugimori, which eventually led to the creation of Game Freak and the development of Pokémon.
The idea for Pokémon began percolating in Tajiri around 1990. It took six long years to transform into the monochrome world full of 151 collectible critters in chunky black pixels. During this time, Tajiri nearly went bankrupt several times, taking on projects with Nintendo and other game developers to stay afloat.
Today, Tajiri remains at Game Freak, still involved in creating new Pokémon games, though he reportedly stepped back from day-to-day development in 2012. In 2016, the launch of Pokémon Go became the most popular mobile game in US history, with 232 million players across the world.
Pokémon Go was different from other video games in that it wasn't just about escapism but connection - a continuation of the lineage of those first games decades before. At its height, it connected players with their local area and the people around them, making them think there might be magic out there.
The first wave of Pokémon mania in the late 90s saw the franchise viewed with suspicion by most adults. Now that the original fans have grown up and become parents themselves, we see what Pokémon is truly about: an imaginative, challenging, and wholesome series of games that rewards every hour children devote to it. Like Harry Potter, the Famous Five and Narnia, Pokémon offers a powerful fantasy of self-determination set in a world almost totally free of adult supervision.
Pokémon was designed from the beginning to be a social game, encouraging players to trade and battle with each other to complete their collection of virtual creatures and train their teams up into super-squads. The internet has normalized this idea of video games as social activities, but when Pokémon Go launched in 2016, it brought people together in a way that was unprecedented - hundreds of people converging on the same park to catch a Gengar.
Pokémon is often thought of as a turn-of-the-century fad, but its success wasn't instant. It was the result of slow-burning sales over years. The franchise has become the highest-grossing entertainment property of all time, with north of $100bn in revenue from TV series, merchandise, trading cards, games, and more.
Pokémon's creator Satoshi Tajiri was born in Machida, a city on the outskirts of Tokyo, where he collected bugs as a child. He later became an avid video game player and started putting together a monthly zine with his friend Ken Sugimori, which eventually led to the creation of Game Freak and the development of Pokémon.
The idea for Pokémon began percolating in Tajiri around 1990. It took six long years to transform into the monochrome world full of 151 collectible critters in chunky black pixels. During this time, Tajiri nearly went bankrupt several times, taking on projects with Nintendo and other game developers to stay afloat.
Today, Tajiri remains at Game Freak, still involved in creating new Pokémon games, though he reportedly stepped back from day-to-day development in 2012. In 2016, the launch of Pokémon Go became the most popular mobile game in US history, with 232 million players across the world.
Pokémon Go was different from other video games in that it wasn't just about escapism but connection - a continuation of the lineage of those first games decades before. At its height, it connected players with their local area and the people around them, making them think there might be magic out there.