Pokémon fandom as a religion: Construction of identity and cultural consumption in Hong Kong

Authors

College

College of Liberal Arts

Document Type

Book Chapter

Source Title

Handbook of Research on the Impact of Fandom in Society and Consumerism

Publication Date

2020

Abstract

This chapter examines the fandom of Nintendo Switch’s Pokémon video game and its association with religion and identity-building. By means of semiotic analysis of the game’s content and in-depth interviews with Hong Kong fans, the study examines the game’s narrative and its role in the construction of players’ social and religious identities. Using the functional framework of religion, it explores three major elements of the story: myth, ritual, and community. These three elements strengthen players’ investment with the game by projecting the animistic attachment towards Pokémon characters and imbuing them with a sense of spirit or anima. The chapter argues that the game’s animism is rooted in commodity-consumerism which uses emotive ties between people and things to encourage capitalist drives and encourage the sale of products. At the same time, by allowing its fans to create meaning and build a sense of connection with imaginary beings and likeminded fans, the game grants an escape from Hong Kong’s urban alienation and approaches a functional view of religion.

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Disciplines

Social and Behavioral Sciences

Series Title

Advances in marketing, customer relationship management, and e-services (AMCRMES) book series

Keywords

Pokémon (Game); Video games—Religious aspects; Pokémon (Game)—Psychological aspects

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