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Phenomena

Pokémon Phenomenon

Catching the world

Pokémon grew from Game Boy RPG to global multimedia empire, generating billions through games, cards, anime, merchandise, and a cultural presence that spans generations.

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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.

Multimedia expansion

MediumLaunch
Video games1996
Trading cards1996
Anime1997
First film1998
Merchandise1996+

Revenue streams

SourceContribution
MerchandiseLargest segment
Video gamesCore product
Trading cardsSustained demand
MediaFilms, shows

Generational appeal

EraAudience
1990sOriginal fans
2000sSecond generation
2010sParent-child bonding
2020sNostalgia + new players

Pokémon Go phenomenon

MetricAchievement
Launch2016
Downloads1 billion+
Revenue$6 billion+
Social impactMass gatherings

Sustained relevance

FactorMechanism
New generationsRegular game releases
NostalgiaOriginal fans return
AccessibilityEasy to start
Collection drive”Gotta catch ‘em all”

See also