Overview
More than a game—a cultural force. Pokémon’s expansion from Game Boy RPG to global phenomenon happened with unprecedented speed. The games spawned trading cards, anime, films, toys, and merchandise that generated over $100 billion. Two generations grew up with Pokémon, and a third continues the tradition. No entertainment franchise has replicated this model of cross-media synergy.
Fast facts
- Origin: Pokémon Red & Green (1996).
- Franchise value: $100+ billion (total).
- Core games sold: 480+ million.
- Pokémon count: 1000+ species.
| Medium | Launch |
|---|
| Video games | 1996 |
| Trading cards | 1996 |
| Anime | 1997 |
| First film | 1998 |
| Merchandise | 1996+ |
Revenue streams
| Source | Contribution |
|---|
| Merchandise | Largest segment |
| Video games | Core product |
| Trading cards | Sustained demand |
| Media | Films, shows |
Generational appeal
| Era | Audience |
|---|
| 1990s | Original fans |
| 2000s | Second generation |
| 2010s | Parent-child bonding |
| 2020s | Nostalgia + new players |
Pokémon Go phenomenon
| Metric | Achievement |
|---|
| Launch | 2016 |
| Downloads | 1 billion+ |
| Revenue | $6 billion+ |
| Social impact | Mass gatherings |
Sustained relevance
| Factor | Mechanism |
|---|
| New generations | Regular game releases |
| Nostalgia | Original fans return |
| Accessibility | Easy to start |
| Collection drive | ”Gotta catch ‘em all” |
See also