Call for Chapters on Pokémon Franchise

Dear all,

We would like to share the following call for chapters with you. As the Pokémon franchise turns 30 years old in February 2026, we are looking to gather original scientific studies that in some way or another, explain the popularity, prevalence, and success of the Pokémon franchise. You can find the full CfP as an attachment as well as through this link: https://piotrsiuda.com/wp-content/uploads/CFP_Pokemon.pdf

Book proposal: Gotta Study ‘Em All: 30 Years of Pokémon!
Editors: Samuli Laato, Elina Koskinen, Piotr Siuda

Introduction
Today, the Pokémon franchise is considered the world’s most valuable media franchise of all time (Statista, 2021; The editors of TIME, 2024). According to Statista, the lifetime revenue of Pokémon franchise products in 2021 exceeded 105 billion USD, far ahead of competitors such as Star Wars, the Marvel Cinematic Universe, or The Wizarding World. Much of these sales come from merchandise, which surpassed 90 billion USD in lifetime revenue in 2024 (Astle, 2024). The longevity and persistent global cultural and economic relevance make the Pokémon franchise an intriguing phenomenon that can teach us not only about successful cross-media franchises, but also about us humans and what appeals to us.

The Pokémon franchise was launched in February 1996 in Japan with the release of Pokémon Red and Green for the GameBoy console, after which it was quickly expanded with an animated TV series, movies, a trading card game, various merchandise, and new games in the series. From the start, Pokémon was never ?only a game? or ?just a TV show?, but a true cross-media franchise that harnessed multiple channels to build a strong, engaging brand. Pervasive elements such as link cable trading brought players together, as did regularly hosted Pokémon Trading Card Game tournaments. From the early days of 1996 to 1999, the Pokémon franchise kept some elements constant while it experimented with others. For example, the Pokémon video games evolved with various new functions, such as the 2009-released PokéWalker device that let players take their favorite creatures for walks or the 2016-released location-based game Pokémon GO, which transformed the entire physical world into a Pokémon experience. At the same time, new merchandise, new spin-off games, new anime series seasons, and new trading card game sets, among others, were released at a regular pace. While the original Pokémon games had 151 Pokémon creatures for players to discover, the latest Pokémon video games for Nintendo Switch, Scarlet and Violet, have already raised this number to over 1000 (Laato and Rauti, 2021).

In terms of longevity of the franchise, Pokémon has not been in a state of constant boom for the entire 30 years of the franchise’s history. The Pokémon craze of 1996-2000, which has been well documented in previous research (see e.g., The editors of TIME, 2024; Tobin, 2004; West, 2008), soon diluted into ?just a prominent media brand?. However, there has been some resurgence every now and then, such as an almost similar level of global craze at the launch of Pokémon GO in 2016 (see e.g., Alha et al., 2019; Paavilainen et al., 2017). Despite these ups and downs, throughout the years, Pokémon has maintained steady popularity, with, for example, all of the nine generations of main series games that have ever launched selling double-digit millions (Statista, 2024). This prevalence has enormous cultural, economic, and educational significance. Overall, due to the pervasive nature of the Pokémon franchise and its 30 years of global cultural impact, there are numerous research opportunities regarding Pokémon, and also using Pokémon products to understand broader issues such as human behavior.

Call for participation

The purpose of this book is to provide an academic overview of what has enabled Pokémon to stay relevant in the highly competitive entertainment franchise market throughout the past three decades, and what elements in the franchise are critical for people’s engagement with it. With this approach, the book offers an up-to-date perspective on various elements of the Pokémon franchise and explains its longevity, cultural relevance, and financial success.

We are therefore now looking for new academic perspectives on what has made Pokémon the most valuable media franchise in human history. We particularly welcome contributions that investigate Pokémon through a variety of lenses, including, but not limited to, media studies, cultural studies, psychology, education, game studies, design research, and economics. Possible topics include, but are not limited to:

* Fan cultures and participatory practices
* AR and pervasive elements in the Pokémon franchise, and the Pokémon GO phenomenon
* Educational applications and cognitive psychology
* Globalization and local adaptations
* Pokémon aesthetics and worldbuilding
* Comparative analysis with other transmedia franchises
*Cultural meanings of Pokémon in Japanese and non-Japanese contexts
*Intersection of nostalgia, affect, and consumer loyalty
*Socialization, social play, and barter in the Pokémon franchise
*Intergenerational experiences of the Pokémon franchise

The volume proposal will be submitted for review to Bloomsbury, since we have received initial interest from their commissioning editors.

Submission Guidelines
Prospective authors should submit a short chapter proposal as a Word document to pokemon30yearsbook@gmail.com . The proposal should contain:

*The name, affiliation and contact information of the author(s), along with a brief bio
*The title of the proposed chapter
*Extended abstract of approximately 800-1200 words excluding references. The abstract should indicate the consistency, rigor, and relevance of the work.
*Please use the latest edition of the Chicago (author-date) citation style, and 12 pt. double-spaced Times New Roman

Submissions should articulate the issue or research question to be discussed, as well as the methodological or critical framework used, and indicate the findings or conclusions and/or the relevance to the general volume. Papers can present any research, analysis, or theoretical framing, but should be written so that the importance of the work can be indicated. Please note that empirical chapters should include a research question and data to be analyzed.

Tentative publication schedule
Deadline for Initial Proposals (Extended Abstracts): June 30, 2025
Notification of Acceptance: July 20, 2025
Confirmation of publisher’s interest: August 2025 (tentative)
First Full Chapter Drafts Due: October 15, 2025
Editor Comments: November 1, 2025
Final Full Chapter Drafts Due: December 31, 2025

Full manuscripts should be in English, between 6000-10 000 words (excluding references).
Manuscripts should be previously unpublished work, and cannot be simultaneously submitted for review or publication anywhere else.

Please note that the timeline may change due to the publishing process ? the authors will be informed in case of any changes happening.

Best regards,

Elina Koskinen

References

Alha, K., Koskinen, E., Paavilainen, J., & Hamari, J. (2019). Why do people play location-based augmented reality games: a study on Pokémon GO. Computers in Human Behavior, 93, 114-122.
Astle, A. (2024). The Pokémon Company caught $10.8 billion from merch and licensed goods last year. PocketGamer.biz. https://www.pocketgamer.biz/the-pokmon-company-caught-108-billion-from-merch-and-licenced-goods-last-year/
Laato, S., & Rauti, S. (2021). Central Themes of the Pokémon Franchise and why they Appeal to Humans. In Proceedings of the 54th Hawaii International Conference on System Sciences (HICSS) (pp. 1-10)..
Paavilainen, J., Korhonen, H., Alha, K., Stenros, J., Koskinen, E., & Mayra, F. (2017). The Pokémon GO experience: A location-based augmented reality mobile game goes mainstream. In Proceedings of the 2017 CHI conference on human factors in computing systems (pp. 2493-2498).
Statista (2024). Best-selling Pokémon games worldwide as of March 2024, by units sold. ONLINE, available at: https://www.statista.com/statistics/1072224/pokemon-unit-sales-worldwide/)
Statista. (2021). Revenue of the highest-grossing media franchises worldwide as of August 2021. Statista. (ONLINE, available at: https://www.statista.com/statistics/1257650/media-franchises-revenue/ ) The Editors of TIME. (2024). TIME Pokémon Special Edition. TIME USA, LLC.?
Tobin, J. (Ed.). (2004). Pikachu’s global adventure: The rise and fall of Pokémon. Duke University Press.
West, M. I. (Ed.). (2008). The Japanification of children’s popular culture: from godzilla to miyazaki. Scarecrow Press.

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