From "moral panic" to global phenomenon: the story of Pokémon - Gazeta Express
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Art

Express newspaper

06/02/2026 20:19

From "moral panic" to global phenomenon: the story of Pokémon

Art

Express newspaper

06/02/2026 20:19

In the 90s, Pokémon came under heavy attack from parents, the media, and religious figures. Some Christian pastors in the US declared Pikachu a "demon," while Time magazine called the whole phenomenon a "dangerous Ponzi scheme."

Today, as Pokémon celebrates its 30th anniversary, it stands as one of the most powerful examples of how video games can bring people together around the world.

For many children of that time, including the author of this story, Pokémon was a dream and a world where friendship, trust and hard work were rewarded. The Pokémon World Championships, overseen by a giant Pikachu, today bring together players and families who share an unabashed love of these games. Parents who were once skeptical now watch their children compete with pride.

Since the release of the first Red and Blue versions in Japan in 1996, Pokémon has ranked alongside classics of children's literature like Harry Potter or Narnia: a fantasy of self-determination, where children set out into the world alone, without constant adult supervision. The game was conceived from the beginning as a social experience: to "collect" all the Pokémon, players had to trade and cooperate with each other.

Today, Pokémon is the highest-grossing entertainment franchise in history – over $100 billion – surpassing Star Wars and Marvel. But its roots are humble. Creator Satoshi Tajiri, born in the suburbs of Tokyo, was a child insect enthusiast known as “Dr Bug.” The idea for Pokémon came from watching children hook up Game Boys to play Tetris: Tajiri imagined “creatures” that jumped from one device to another.

Success didn't come immediately. The game was the product of a small team and spread by word of mouth in schoolyards. But the genius lay in the fact that the versions were different and required cooperation. The Game Boy cable, which in Tetris served as a competition, in Pokémon became a means of connection.

However, with fame came fear. In the US and Europe, Pokémon was seen as a “Japanese menace” to children, with often xenophobic undertones. Calls were made for the series to be banned and absurd theories of satanic influence were spread. This climate caused Tajiri to withdraw from the public eye, although he continues to be involved in the creation of the games.

In 2016, Pokémon Go took this philosophy of connection to a new level. The game didn’t just offer an escape from reality, but encouraged people to get outside, explore their neighborhoods, and meet others. For months, parks and squares were filled with people looking at the world through different eyes, as if magic were lurking around every corner.

Even after 30 years, the essence of Pokémon remains the same: the relationship between humans, nature and imaginary creatures. It is a universe that speaks of coexistence and evolution, showing that video games are not only entertainment, but also powerful bridges of connection. Millions of people around the world have been united by these imaginary creatures – born from a boy's love for the natural world. /GazetaExpress/

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