In fact, Pokemon GO reached 50 million downloads faster than any digital game in history (Li, 2016).
In very sharp contrast to the hula hoop which sold 25 million units within 4 months of launch but suffered rapid loss of interest thereafter (Who invented the hula hoop?, 2016), though, Pokemo GO appears to have the potential to remain popular far longer, perhaps even becoming a permanent fixture in the gaming community. In this regard, Etherington (2016) notes that, Obviously, theres going to be some drop-off as the hype wears out, but Pokmon has a number of benefits that could add to its stickiness, including a beloved [internet protocol] and ample avenues to expand its content offerings (para. 3). In addition, Niantic recently announced that the game would receive ongoing updates, including new features and the addition of Pokemon characters from other generations as well as a market where players can conduct trades (Li, 2016). There are also plans underway to improve the functionality of the games other features such as Pokestops where players collect valuable items such as Pokeballs that are used to capture Pokemen (Li, 2016).
Some indication of the current popularity of Pokemon GO can be readily discerned from the fact that consumers are spending more time playing the game versus their use of popular social media apps such as WhatsApp, Instagram, and Snapchat (Schwartz, 2016). Indeed, Taveres (2016) emphasizes that, Pokemon GO has taken the US by storm, to put it mildly. For an app that was released very recently, it already has more users than Twitter (p. 3). Taken together, this otherwise-innocuous game has become a major source of entertainment for millions of users worldwide that has generated millions of dollars in revenues for Niantic. Contributing to this explosion in popularity is games intuitive interface which depicts the users customizable avatar and options as shown in Figure 1…
app came out in 2016, Pokemon Go took the world by storm, turning everyone's neighborhood into an augmented reality play zone. The Niantic developers enjoyed an incredible amount of media attention in the initial few weeks after the app's release, but interest in the app subsided even within the first several months of its release because Pokemon Go is not a very good game at all. Just a few
(Euro Monitor, 2010) Thus the attempt must be made to connect the characters or pokemons of the game with the pets of the owners in such a way that the pets remind them of the great game they once played. Nostalgia is a great way to market to the adult audience. The methods would be to advertise the product recalling the action of getting and keeping a pokemon. For example
Taxpayer Rescue Missions: Are They Ethical? Should Americans be rescued for free, even when their stupidity is what placed them in danger? According to the United States Coast Guard, the answer is yes. As Salant (1997) points out, the Coast Guard believes that free rescues are critical for public safety because fewer people would use rescue services if they actually had to foot the bill. The National Taxpayers Union disagrees, of
Transmedia Property. Case study related a media property (e.g., comic, film, television, ). This analysis existing property development a transmedia plan property. Break movie's elements starting introduction, music, back ground, audience engage movie, flow movie All typed papers assignments double-spaced, 12- 11-point font -inch margins. Summary of the property The transmedia concept is not a novelty these days, as the concept was first patented at the beginning of the 1990s. According
It is obvious that these toys are not merely meant to develop constructive abilities in children, since they are practically supporting kids in behaving violently. One of the best examples of the degree to which advertisers are ready to extort money from the masses is the Pokemon chain of toys. Pokemon characters can be seen in numerous TV programs and even though most people relate to them as being nothing
( Enderson) Nathanson and Cantor (2000) concur with this assessment and also make the important point that "…the negative consequences of violence to victims are seldom shown on television" (Nathanson & Cantor, 2000, p. 125) This study refers to the way that older cartoons tended to diminish the consequences and results of extreme violence. "Many children's programs-especially the so-called classic cartoons (e.g., "Bugs Bunny," "Woody Woodpecker")-present violence in a