The phenomenon that was Pokémon - how it went from moral panic to a unifying global hit.
In 1996, when the first Red and Green versions of the game were released in Japan, they were indie underdogs, made by a tiny team with limited technology for the ageing handheld Game Boy console. Nobody expected them to be much of a hit, but the world of Pokémon Blue has an unexpected sense of place that transcends their technical limitations.
As the series gained popularity through word-of-mouth and was carefully rolled out in various media channels, some adults failed to understand what all the fuss was about, with Christian pastors proclaiming Pikachu as a demon.
However, Pokémon's creators had designed it from the beginning to be social - encouraging players to trade and battle each other to complete their collection of virtual creatures and train their teams up into super-squads.
In 1999, Time magazine interviewed Satoshi Tajiri, the creator of Pokémon, which sparked alarmist attitudes towards the series.
But, looking back, it's clear that those initial fears were unfounded. Today, Pokémon is a global phenomenon with annual revenues exceeding $100 billion - more than Star Wars or Marvel Cinematic Universe.
Tajiri's journey began in Machida, Tokyo, where he grew up collecting bugs and becoming an expert at the age of 10. His love for video games eventually led to the creation of Game Freak, which became famous for its Pokémon series.
Pokémon Go, launched in July 2016, further cemented the franchise's global appeal.
With its innovative augmented reality feature, Pokémon Go connected people with their local area and each other - creating a sense of community that was unique among video games at the time.
In 1996, when the first Red and Green versions of the game were released in Japan, they were indie underdogs, made by a tiny team with limited technology for the ageing handheld Game Boy console. Nobody expected them to be much of a hit, but the world of Pokémon Blue has an unexpected sense of place that transcends their technical limitations.
As the series gained popularity through word-of-mouth and was carefully rolled out in various media channels, some adults failed to understand what all the fuss was about, with Christian pastors proclaiming Pikachu as a demon.
However, Pokémon's creators had designed it from the beginning to be social - encouraging players to trade and battle each other to complete their collection of virtual creatures and train their teams up into super-squads.
In 1999, Time magazine interviewed Satoshi Tajiri, the creator of Pokémon, which sparked alarmist attitudes towards the series.
But, looking back, it's clear that those initial fears were unfounded. Today, Pokémon is a global phenomenon with annual revenues exceeding $100 billion - more than Star Wars or Marvel Cinematic Universe.
Tajiri's journey began in Machida, Tokyo, where he grew up collecting bugs and becoming an expert at the age of 10. His love for video games eventually led to the creation of Game Freak, which became famous for its Pokémon series.
Pokémon Go, launched in July 2016, further cemented the franchise's global appeal.
With its innovative augmented reality feature, Pokémon Go connected people with their local area and each other - creating a sense of community that was unique among video games at the time.