The Space of Discomfort as a Tool of Affective Management: The Case of the Pokémon Brand
DOI:
https://doi.org/10.18778/2391-8551.13.02Keywords:
Pokémon, thematic analysis, emotion management, space of discomfort, brand, marketingAbstract
In this article, we argue that the Pokémon brand manages consumer emotions by creating a specific “space of discomfort” in which market and social mechanisms intersect. By manipulating feelings of comfort and discomfort—through the introduction of mystery, the control of expectations, and the use of strategic criticism—the brand enhances consumers’ emotional engagement, reinforces their loyalty, and fosters a long-term relationship with the brand. These conclusions are drawn from a reflexive thematic analysis of 6,473 comments posted under five videos on the YouTube platform.
References
Alt, M. (2021). Pure invention: How Japan made the modern world. Crown Publishing Group.
Arvidsson, A. (2005). Brands: Meaning and Value in Media Culture. Routledge. https://doi.org/10.4324/9780203640067
Braun, V., & Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3(2), 77–101. https://doi.org/10.1191/1478088706qp063oa
Butcher, L., Sung, B., & Raynes-Goldie, K. (2019). Gotta catch ‘em all: Invigorating Pokémon through an innovative brand extension. Journal of Brand Management, 26. https://doi.org/10.1057/s41262-018-0120-6
Clark, A., & Clark, M. (2016). Pokémon Go and Research: Qualitative, Mixed Methods Research, and the Supercomplexity of Interventions. International Journal of Qualitative Methods, 15. https://doi.org/10.1177/1609406916667765
Conte, N. (2024, April 27). The world’s top media franchises by all-time revenue. Visual Capitalist. https://www.visualcapitalist.com/the-worlds-top-media-franchises-by-all-time-revenue/
Giza, A. (2017). Uczeń czarnoksiężnika, czyli społeczna historia marketingu. Wydawnictwo Uniwersytetu Warszawskiego.
Hamari, J., Malik, A., Koski, J., & Johri, A. (2019). Uses and gratifications of Pokémon Go: Why do people play mobile location-based augmented reality games? International Journal of Human-Computer Interaction, 35(9), 804–819. https://doi.org/10.1080/10447318.2018.1497115
Holt, D. (2004). How brands become icons: The principles of cultural branding. Harvard Business Review Press.
Johnson, D. (2013). Media Franchising: Creative License and Collaboration in the Culture Industries. NYU Press. https://doi.org/10.18574/nyu/9780814743478.001.0001
Khamzina, A., Morcos, M., & Alhadad, S. (2020). Exploring motivation in Pokémon GO: The interplay between user engagement and game mechanics. Journal of Gaming and Virtual Worlds, 12(1), 45–60. https://doi.org/10.1386/jgvw_00014_1
Laato, S., & Rauti, S. (2021). Central Themes of the Pokémon Franchise and why they Appeal to Humans. Hawaii International Conference on System Sciences. https://doi.org/10.24251/HICSS.2021.344
Lawler-Sagarin, K.A., Sagarin, B.J., & Pederson, A. (2023). Enhanced Community Through Augmented Reality: Social Benefits of Pokémon Go. Psychological Reports, 00332941231197155. https://doi.org/10.1177/00332941231197155
Malik, A., Hiekkanen, K., Hussain, Z., Hamari, J., & Johri, A. (2020). How players across gender and age experience Pokémon Go? Universal Access in the Information Society, 19(4), 799–812. https://doi.org/10.1007/s10209-019-00694-7
Mauss, M. (1973). Szkic o darze. Forma i podstawa wymiany w społeczeństwach archaicznych. W: M. Mauss, Socjologia i antropologia. Państwowe Wydawnictwo Naukowe.
Nakazawa, S. (2004). The lure of Pokémon: Video games and the savage mind. Palgrave Macmillan.
Pyae, A., Luimula, M., & Smed, J. (2017). Investigating Players’ Engagement, Immersion, and Experiences in Playing Pokémon Go. C&C ‘17: Proceedings of the 2017 ACM SIGCHI Conference on Creativity and Cognition, 247–251. https://doi.org/10.1145/3059454.3078859
Richardson, I., Hjorth, L., & Piera-Jimenez, J. (2022). The emergent potential of mundane media: Playing Pokémon GO in Badalona, Spain. New Media & Society, 24(3), 667–683. https://doi.org/10.1177/1461444820965879
Schmitt, B. (2012). The consumer psychology of brands. Journal of Consumer Psychology, 22(1), 7–17. https://doi.org/10.1016/j.jcps.2011.09.005
Tobin, J. (2004). Pikachu’s global adventure: The rise and fall of Pokémon. Duke University Press. https://doi.org/10.2307/j.ctv1131ctc
Vella, K., Johnson, D., Cheng, V.W.S., Davenport, T., Mitchell, J., Klarkowski, M., & Phillips, C. (2019). A sense of belonging: Pokémon GO and social connectedness. Games and Culture, 14(6), 583–603. https://doi.org/10.1177/1555412017719973
Venezia, T. (2000). The Pokémon phenomenon: Emerging challenges for children’s media research. Media Education Journal, 9(2), 57–64.
Zuboff, S. (2020). The age of surveillance capitalism: The fight for a human future at the new frontier of power. PublicAffairs.
Lockstin & Gnoggin. (2020, 7 listopad). Why do you People Shiny Hunt??? | Gnoggin. YouTube. https://www.youtube.com/watch?v=GbGBUW3OZTE
Moxie Boosted. (2023, 18 listopad). „Pay To Win” Pokemon… YouTube. https://www.youtube.com/watch?v=Q3Lwgez1fzo
MYSTIC7. (2023, 4 grudzień). Why Pokémon GO Feels so DEAD. YouTube. https://www.youtube.com/watch?v=ebdtOF8xLqs
TwicebakedJake. (2024a, 20 styczeń). How To Start Collecting Pokémon Cards in 2024! Updated Guide. YouTube. https://www.youtube.com/watch?v=l64PddiOXcs
TwicebakedJake. (2024b, 25 marzec). *NEW* Pokémon Card Set is Dividing the Community. YouTube. https://www.youtube.com/watch?v=1jHdr8S1GDk
Downloads
Published
Issue
Section
License

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.


