What is pocket world?
research + media pack
Pocket world magazine analysis.
symbolism
Pokemon is very a very successful franchise, whom has created many insider fans who identify heavily with the magazine. symbolism is used to communicate a message and to be easily recognizable as its own idea or concept and themes, they are the idea behind something. it's not just an image itself. it tends to have an emotional pull to someone who recognizes the symbol behind it. it helps to convey a deeper meaning to an audience, particularly with Pokemon, it gives a deeper meaning through its colours and a deeper sense of identity. the audience will be able to understand and interpret the different images of pokemon, for example the "world" in "poketworld" has the "o" replaced with earth, to imply that pokemon phenomenon and can be accessed by everyone and played in all countries. it doesn't matter where yuo come from, what country creed or background, you can acess pokemon wherever you are and whoever you are.
modes of address
modes of address are in reference to an audience for a specific product. when doing research for an audience the magazine will look for a certain way to communicate with the readers. The writer or creator's relationship with the audience is established in such a way to communicate effectively and build up a relationship. The successful writer makes the correct assumption about the readers' interests and dislikes so an emphatic bond is created between the writer and the audience. they will look at Pokemon and recognize and buy into the image, and that is used to maintain buyers.
content
audiences from the 18+ group require adult content and excitement, games such as GTA reference to controversial subjects such as violence, sexually explicit scenes and other risque content that is not acceptable to children's games. They want things that are appropriate for their age level and to be able to engage with a product that relates to their interests. they may also appreciate the challenge involved in these games, there needs to be a level of difficulty that requires extra skill that is not seen in kids' games otherwise it would be seen as boring.
exposure
The main effects of this content is becoming desensitized to it. It all depends on the game at the end of the day and who is playing it, some people can find some levels of 18+ content to be mildly amusing, others will get drawn in and demand that they see something more outrageous or challenging. from the view of a psychologist, people who are likely to go onto cause violence are not caused to by magazines, or video games, they are led on to do it by their own unable mindset, reading and playing 18+ content is not the leading cause for violence, as this kind of exposure has not yet been fully proved to cause this.