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The Strategies Behind Pokémania and Its Role in Cool Japan'
The Strategies Behind Pokémania and Its Role in Cool Japan'
States (U.S.) was most surprising both because it was widely viewed to deviate from the
success formula of a children’s franchise [CITATION All06 \t \l 18441 ], and because the
essay, I analyze the reasons for Pokémon’s American success, and its role in the ‘Cool
Japan’ campaign.
Pokémon was originally a Game Boy game designed by Tajiri Satoshi in an effort to recreate
the joy he experienced when bug-collecting as a child [CITATION All06 \t \l 18441 ]. The
original design hence focused on inter-player Pokémon trading through the Game Boy’s
Satoshi’s company, Game Freak, it insisted that battles were included to better appeal to
children [CITATION All06 \t \l 18441 ]. When the first Pokémon games, Red and Green,
were released in 1996, they were a major hit in Japan [CITATION All06 \t \l 18441 ]. While
they were intended to be a role-playing action game for young boys, the cuteness of the
marketing campaign thus focused on Pikachu [CITATION All04 \t \l 18441 ], because it was
cute and lacked yellow competitors in the market [CITATION Iwa04 \t \l 18441 ]. The
Pokémon evolutions and levels also simulated pet-raising to create a sense of nurturing and
attachment.
After Pokémon’s unexpected success in Japan, it was exported to the U.S. As a product that
was not originally designed for the U.S. market [CITATION All06 \t \l 18441 ], Pokémon’s
success in the U.S. was made possible through strategic promotional tactics orchestrated by
distribution methods and the mechanisms of glocalization and merchandizing, NOA created
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a transmedia narrative that led to the Pokémon franchise’s long-lasting popularity. Its
selection as a ‘Cool Japan’ icon, among other cute characters, above other popular culture
products, is reflective of Japan’s strategy for the long-term accumulation of soft power in the
Pokémon was not originally designed for the global market [CITATION All06 \t \l 18441 ] .
As it was expected to appeal to only Japanese boys, it was not planned for export by
Nintendo, especially outside of Asia [CITATION All06 \t \l 18441 ]. It was the CEO and
chairman of NOA, Makoto Arakawa, who first suggested marketing Pokémon to Americans
in 1996 [CITATION All06 \t \l 18441 ]. This occurred in a period when Japan was reflecting
on its export strategies due to its desire to have its cultural influence match its economic
power [CITATION Iwa04 \t \l 18441 ]. However, the most important factor that triggered the
massive export of Japanese digital products was the collapse of the bubble economy in the
1980s [CITATION Iwa04 \t \l 18441 ]. By the 1990s, Japanese animation and videogames
were successfully being exported, in contrast to the bleak state of the Japanese economy
[CITATION Dal09 \m Iwa04 \t \l 18441 ]. This resulted in the shift in Japanese export trends
Japanese cultural industries benefitted from capable production technologies and skills, they
lacked international distribution channels [CITATION Iwa04 \t \l 18441 ]. Hence, the spread
of Japanese pop culture was largely facilitated by the U.S.’s global distribution network
[CITATION Iwa04 \t \l 18441 ]. While one may argue that the international marketing of the
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Pokémon franchise was done by NOA, a Japanese company, and cannot be considered part
of this trend, by the time Pokémon’s American launch was proposed, Nintendo had begun to
transform itself into a transnational business power that adopted American business
practices. Through these practices, NOA had a solidified presence in the U.S.
In order for transnational companies to penetrate foreign markets on a large scale, they must
control at least two of these three processes: production, distribution and hardware delivery
[CITATION Mor95 \l 18441 ]. With the founding of NOA in 1980 [CITATION Bla14 \m Ninnd \l
18441 ], Nintendo effectively controlled all three of these processes in the U.S. The opening
of Nintendo’s first foreign division thus laid the groundwork for Nintendo’s resilience and
leadership in the video game industry as part of the “transnational corporate business order”
advancement, it employed mostly American staff and was allowed to choose which products
Through the efforts of American marketing experts like Sam Borofsky and Peter Main,
Nintendo survived the 1983 North American video game crash, and owned 90 percent of the
videogame industry by 1990 [CITATION Bla14 \l 18441 ]. Evidently, by the time of the
American Pokémon launch, NOA was an expert American videogame distributor that could
take advantage of vast industry networks including toy stores, merchandizers and
Glocalization
While NOA agreed Pokémon had potential, it felt that extensive localization was necessary
for success in an American marketplace. This was because the market trend was skewed
towards action games while Pokémon was a role-playing game [CITATION All06 \t \l
18441 ]. Furthermore, Pokémon was designed to be interesting only after at least ten hours
of gameplay [CITATION All06 \t \l 18441 ]. Next, as Kubo (2000) stated, it was uncertain if
the cute characters in Pokémon would be appealing enough to compete with the dominating
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cool elements of American pop culture (as cited in Allison, 2006). Lastly, and crucially,
Pokémon’s focus was not its storyline, and consequently lacked a clear-cut theme of good
versus evil [CITATION All06 \t \l 18441 ]. It thus deviated from the success formula
American toy and game manufacturers had perfected over years in the industry. NOA thus
They first suggested adjusting the characters to suit American tastes, but the Japanese team
was adamant that the Pokémon characters must remain the same and accused NOA of
seeing Pokémon as pure business instead of a child they had raised [CITATION All06 \t \l
18441 ].
For example, NOA consciously made efforts to make Pokémon seem American in the 1998
official American Pokémon launch by choosing the American heartland Kansas for the
launch, using VW bugs as promotional vehicles, and editing the promo clip in the fast-paced
Japan, NOA focused on the cartoon’s storyline and Pikachu’s aerodynamics, even choosing
to launch the cartoon via Warner Brothers three weeks before the game [CITATION All06
\t \l 18441 ] as is often done in America, instead of after the game. In addition, the Pokémon
software games were packaged in the U.S. colors of red and blue instead of red and green
involved not just translation, but also the removal of all Japanese signage and even dialogic
references to Japanese lifestyles, culture and food [CITATION Kat04 \l 18441 ]. The
American Pokémon campaign also shifted its focus from Pikachu to Ash (a male character
who trains Pikachu in the series) and played up Ash’s heroic characteristics as it was
believed human characters would be more appealing, and children preferred stories with
clearly defined heroes [CITATION All06 \t \m Kat04 \l 18441 ]. Hasbro, Pokémon’s licensed
toy manufacturer, also designed new toys that were more interactive than the Japanese
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collectibles, such as a set that included a blaster, to cater to the American taste for action
All of these attempts represent efforts to remove Pokémon’s “cultural odor”, or its culturally
process is a factor in the mass appeal of Japanese popular culture [CITATION Iwa02 \t \l
18441 ] and related cultural products [CITATION Koi14 \t \l 18441 ]. For example, Yuko
Yamaguchi’s culturally ambiguous Hello Kitty succeeded in both Japanese and Western
markets [CITATION Dou09 \t \l 18441 ]. Similarly, in an interview, Gail Tilden, NOA’s brand
manager, said Pokémon’s goal was to “go beyond culture” so children would “buy into the
mythology as their own” [CITATION All06 \p 245-246 \t \l 18441 ]. Today, children no longer
cultural neutralization strategies. Instead, the Pokémon world, grounded in the simple
mythotype of a journey to become the best, has aspects that are familiar to every child
regardless of his cultural background. This narrative transparency [CITATION Ols99 \l 18441
] aided the spread of Pokémon across geographical boundaries and, more importantly,
made Pokémon an immersive fantasy that children could participate in as if it originated from
Transmedia storytelling
Nevertheless, without being allowed to make major changes to Pokémon’s characters, NOA
felt Pokémon’s chances in America were weak [CITATION All06 \t \m Iwa04 \t \l 18441 ].
This pushed it to plan a massive coordinated promotional effort [CITATION Iwa04 \t \l 18441
] involving the Pokémon videogame, cartoon and merchandize. NOA applied this concept to
its marketing of Pokémon by releasing the cartoon, Red and Blue game, toy merchandize
and a tie-in with Kentucky Fried Chicken in the same month and followed that up with the
release of the trading card game and the spin-off game Pokémon Snap [CITATION All06
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\t \l 18441 ]. The multiple tie-ins with companies like Kentucky Fried Chicken, All Nippon
Airways and Burger King generated sustained buzz in the market, while the integrated
marketing campaign strategy ensured that every American child would at least hear about
Pokémon.
This campaign in some ways surpassed Disney’s infamous synergistic campaigns due to the
content [CITATION Edw12 \l 18441 ]. This marketing strategy profits from fan culture, by
encouraging monetizable fan behaviors for profit [CITATION Edw12 \l 18441 ]. The
immersive and interactive nature of the Pokémon video and card games ensures that the
Pokémon franchise is completely ingrained in its fans’ lives [CITATION All04 \t \l 18441 ].
Motivated by the franchise’s slogan “Gotta catch ‘em all”, fans attempt to collect all the
Pokémon across the different media platforms. These behaviors even carry over to their real
lives as they trade and battle with Pokémon offline, be it in the video game or the card
version. The competitions held in America such as the Challenge Road 99 Summer Tropical
Furthermore, while the Disney franchise has fixed boundaries set by their movies, the
Pokémon franchise is virtually limitless, with new Pokémon always being created, and the
environment (which is not defined as any existing country) always expanding. This means
that as much as fans want to complete their collection, they never can. Moreover, fans can
‘Cute Japan’
Through the above marketing strategies, Pokémon quickly gained mainstream popularity in
the West. Today, Pokémon is now one of the most popular franchises in the world, and
Pikachu is one of the most profitable video game characters in the world today [CITATION
Cuc15 \l 18441 ]. More than 5000 Pokémon items are licensed from 150 companies, and the
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series is aired in 93 countries and regions [CITATION The151 \l 18441 ]. In addition, 55% of
marketing strategies remain similar, with The Pokémon Company International now being
responsible for marketing in America and Europe, The Pokémon Communications Company
handling Asian markets and Pokémon Korea specifically targeting the Korean market
Pokémon’s success in America was met with huge excitement in Japan. When the first
Pokémon movie received a mainstream release in America and earned the second-highest
opening day profits of all time (below only Star Wars), it made headlines in Japan as this
was a significant milestone for the creative industries [CITATION All06 \t \l 18441 ].
Pokémon hence became one of the symbols of Japanese creativity alongside other cute, or
kawaii, products that became mainstream in the American media in the 1990s, such as Hello
The Japanese government has been eager to capitalise on Pokémon’s global success. Even
before the Intellectual Property Strategic Program, or the official Japanese policy created to
support the promotion of ‘Cool Japan’, was introduced in 2002 [CITATION Dal09 \l 18441 ],
Pokémon was used to promote Japanese popular culture. For example, in 2002, Japan’s
Foreign Ministry organized an official Pokémon lecture tour in the U.S. that promoted
Pokémon’s remarkable history and success [CITATION All06 \t \l 18441 ]. More recently,
Pikachu was announced as Japan’s 2014 World Cup mascot [ CITATION Eur14 \l 18441 ],
and featured in Macy’s annual Thanksgiving parade for the 15th time [CITATION Cuc15 \l
18441 ]. All these efforts publicise the success of Japan’s cultural industries and promote the
Japanese national brand. In doing so, Japan hopes to present an attractive image of itself to
Pokémon’s success was not the only reason it was thrust to the front of the Cool Japan
movement. While Pokémon was undoubtedly an international hit, it was not the only
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Japanese cultural product to succeed abroad. Godzilla was remade in the U.S. as early as
1956 [CITATION All06 \t \l 18441 ] and continues to be remade, while Akira was a hugely
popular and widely acclaimed animated film in the U.S. [CITATION Iwa04 \t \l 18441 ]. Yet,
the characters in these films are rarely promoted as part of the ‘Cool Japan’ campaign. This
Besides promoting Japan’s cultural products, ‘Cool Japan’ is also a political tool for the
restoration of Japan’s image. Using Japanese popular culture, Japan hopes to project the
image of itself as a compassionate and loving nation to facilitate its potential role as the
Japan’s association with imperialism and war cruelty, particularly in Asia [CITATION Dal09 \l
18441 ]. The success of cute icons like Doraemon, Hello Kitty and Pikachu gave Japan the
opportunity to shed the burden of its own war history by presenting cute, harmless images
that could not possibly be associated with violence [CITATION Dal09 \m Kat06 \l 18441 ].
Furthermore, at least in the U.S., these kawaii icons are perceived as a “safe”, friendly
product despite being from Asia, a region that is threatening U.S. cultural, economic and
political dominance [ CITATION New02 \l 18441 ]. In this regard, kawaii has become Japan’s
Furthermore, through these kawaii icons, ‘Cool Japan’ is able to target a younger audience
which is free from the memories of Japan’s imperialist past, and hence more easily
persuaded. Today’s children see Japan as a cool country that produces attractive youth-
centric products like the Sony Playstation and Pokémon [CITATION All06 \t \l 18441 ], and
not as the country that had attacked other Asian countries and the U.S. during the Second
World War. Therefore, while the sanitization of ‘Cool Japan’ has been criticized for stripping
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friendly entertainment through the promotion of kawaii, Japan is in fact nurturing new
generations of fans that support its ideology, and a long-term base of soft power.
Conclusion
Pokémon’s U.S. launch is one of the most successful examples of transnational marketing. It
testifies to the effectiveness of glocalization and transmedia storytelling, and the importance
of expertise in American distribution. Its long-term success (new Pokémon games are still
being created) proved that cute products can succeed outside of Japan. As a result,
Japanese content producers and policymakers are now changing their attitudes. Instead of
removing all traces of cultural odor, kawaii is now the catchphrase for Japanese popular
culture. New anime and videogames are being designed with kawaii in mind, and even pop
idols are given kawaii songs and dances to perform in order to capitalize on its positive
affect. As kawaii is now the preferred way to market Japanese products and the Japanese
national brand, generations of young audiences around the world will link Japan to the notion
of kawaii. While the concept of soft power suggests that the desirability of kawaii may
translate to political power [CITATION Nye901 \l 18441 ], the effect of kawaii culture is
presently unclear because today’s political leaders still link Japan with war, especially in
Asia. Yet, if children today associate Japan foremost with their favorite videogames, the
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