The Pokemon phenomenon, if you’ve deliberately ducked your head under the cutesy “Pikachu” and his hundreds of friends, created by Satoshi Tajiri for the Nintendo Game Boy back in the ’90s. The game features kid-friendly mechanics, lots of cute animal-monster hybrids, and the basic structure of a Japanese RPG, where players use a alternating “Player goes first, computer gets second” combat phase to solve “battles.” Gamers use, or in this case, Pokemon’s, skills to attack, defend, and use items Also typical of the Japanese-style role-playing game: a regular, identifiable protagonist – usually a young male – is thrust into extraordinary situations.
The system is simple, but deep; players can spend hundreds of hours refining, “leveling-up,” and training their Pokemon to become invaluable buy pokemon go account.
The game has been blessed with tacit approval from most parents; cartoony “fantasy” is the act of being attacked by crude avatars with limited animation. These avatars, the screen representation of the various Pokemon the gamers collected, range from pink blobs to dreadous insectoids to huge dragons When a random or “scripted” meeting occurs, two avatars do battle. They face off on-screen, “attacks” or “skills” are represented by crude, limited animations. For example, an attack like “bite” never shows the player’s pokemon biting the other; Instead, an animation of teeth appears on the rival Pokemon and the opponent’s “health” bar is reduced. Explicit violence is very limited.
What the game does well, though You’re exhorted to “Collect ’em All!” You learn early-on, in-game, of the near-limitless possibilities of the various Pokemon Depending on which version of the game you’re playing, anywhere between 200 and 400 Pokemon to aggregate. Further randomizing the process, and (again) depending on which version of being played, each Pokemon has different attributes like “excitable” or “lazy”, which have other monsters with battling when its performance on a direct effect. More on this later.
Pokemon video game teaching evolution?
The game sports a high level of complexity at its core. It’s set up to acclimatize players to the highest concepts; Various NPCs (non-player characters) walk through players You start your pokemon life wide-eyed and innocent; hours later, you’re trading Pokemon online, buying special items, and leveling up your monsters with abandon.
Towards the endgame, players are encouraged to breed their Pokemon to make more powerful offspring. At that point, the Pokemons’ characteristics (aggressive, lazy, boring, etc) are obviously a big part in their value. You want to “breed” your battle-friendly features Furthermore, each Pokemon “evolves” or “grows up” in a more advanced version of itself.
Some people have a problem with this Some groups claimed foul, claiming that the game was a back door in teaching children the concept of evolution. Christian groups, for example, banned the game for its mostly incidental reference. Meanwhile, Saudi Arabia banned Pokemon from its borders, claiming that somehow promoted Zionism to children.
Despite the protests, 14 years later, Pokemon still prints money for Nintendo Rather than produce the Pokemon “swag” itself, Nintendo licensed out Every time someone buys a movie, or a game, or a plush doll, or a keychain, Nintendo makes money. It was a savvy business decision that’s still netting millions of dollars. The kids just eat it up
So, is Pokemon a “teaching” video game?
The game does little to promote education or teach more about its in-game rules and rote memorization of its seemingly endless list of collectible monsters. Is it a “teaching” video game?
No, not really.
If you go out of your way to use as a fun, hands-on representation for something else, then sure – it’s a learning video game. On the other hand, you can make almost any tangible object.
Really, the game’s benign It’s the Saturday morning cartoon of video games: it does not harm your kids, but they could probably be doing something more productive with their time. Let your children have some fun, and mix in some learning video games that actually try to teach and entertain, rather than just entertain.