|  | Is this not the origin of an important 
      theme, the nomads as child stealers? (D+G 393) |  | 
   
    |  | [1] Pokémon, as a feature 
      of material culture, has at its center, a convergence of multiple games 
      (or discourses), which position children as its players, trainers, consumers, 
      producers, and subjects. In the Pokémon collectable card game 
      (CCG), trainers square off against one another through individualized 
      decks constructed from collectable cards which serve as the fetishes for 
      the imaginary creatures under the trainers control. On the other end, 
      is the narrativized game of the cartoons in which the imaginary 
      play is acted out by Ash Catchem and other trainers. The Nintendo Gameboy 
      editions provide a portable electronic version of play against other virtual 
      trainers while supplying an ongoing narrative that bridges the world of 
      the CCG with that of the cartoon. The Nintendo 64 versions provide even 
      further developments of the narrativized game with enhanced graphics and 
      sounds that create a bridge from cartoon to Gameboy. Surrounding these four 
      interpenetrating games are various toys, action figures, collectibles, soundtracks, 
      strategy guides, webpages, 
      meals, and merchandise which further connect the pieces to varying degrees. 
      The implied target of this web of games is the child, as demonstrated 
      in the person of Ash Catchem and the toyish nature of the merchandise. The 
      age of this child is irrelevant, but the games do enjoy popularity 
      with what we conventionally understand to be youth (for now, the not-yet-adult). 
      Deleuze and Guattari discuss the exteriority of the 
      war machine to the State 
      apparatus, proposing that This exteriority is first attested 
      to in mythology, epic, drama, and games (351). Not that this is 
      necessarily true, but taking this proposal as a point of departure for a 
      discussion of capital, Pokémon offers an ideal context for 
      an interrogation of the concept of an exterior war machine and 
      its relation to the State. |  | 
   
    |  | [2] The intertextuality of Pokémon 
      described above is best illustrated by opening moments of the first episode 
      of the Pokémon cartoon, Pokémon I Choose You, 
      which begins with an animated rendition of the Gameboy videogame display, 
      which becomes the Pokémon Stadium (both a Nintendo 64 game 
      AND an institution in the cartoons narrative), which becomes a TV 
      show (either a sportscast within the cartoons narrative 
      or a Pokémon cartoon within the cartoons narrative), 
      and ends with a view of Ash (the cartoons hero) who is watching these 
      layers unfold on his television, much like the real-life viewer 
      watches the unfolding process transpire from one strata above Ash (unless 
      of course, the show Ash sees is about us). The result is a relatively tight 
      and coherent bundle of concepts that permit a great deal of agency 
      on the part of the player, but only so long as the player generally interpellated 
      through the competing poke-discourses. In other words, the games simulation 
      engenders a culture which makes real many of the truths embodied 
      in the gamethe principles advocated in the show are functional. |  | 
   
    |  | [3] Before I proceed with this discussion, 
      it might be useful to describe the different games that can be played, beginning 
      with the Collectible Card Game. To play the game, each player uses a deck 
      of sixty cards, which can be selected from a catalog of hundreds of cards, 
      some of which feature one of the 150 pokémon that have been identified 
      by pokémon researchers like Professor Oak. The goal is to construct 
      a deck that contains an array of pokémon, energy, and training cards 
      that will allow the trainer to draw the combination of cards 
      needed to beat the other pokémon trainer. The specifics 
      of the game are less important than the fact that decks are assembled from 
      a large number of cards and that having the right cards will enable one 
      player to vanquish another. As a result of this massive pool of cards and 
      the variable nature of the game, the ability of the trainer 
      relies heavily on the proper possessions:  
        In other words, the CCG relies heavily upon the trainers ability to 
      collect the pokémon. The capacity to collect involves a level of 
      knowledge about scarcity, abundance, and demand. It involves the cultivation 
      of a connoisseurship in regards to whats a good deal, what cards work 
      well in combination with others, and where to go to get the cards one needs. 
      Similarly, the social nature of the game asks trainers to participate in 
      an economy of trading, which involves not only getting a good deal on a 
      rare card, but also completing a collection, and getting the right cards 
      to make a strong deck.In the Pokémon trading card game, one of your goals is to collect each 
          of the cards, similar to your goal of collecting each of the Pokémon 
          in the Game Boy game. But not all Pokémon cards are as easy to catch 
          as others. The Energy cards are the most basic and most common kind 
          of cards. Your Pokémon cards, Evolution cards, and Trainer cards come 
          in four different varieties: common cards are marked in the bottom right-hand 
          corner with a  . 
          Uncommon cards are marked with a  , 
          and rare cards are marked with a  . 
          In addition, some rare cards are printed using holographic foil. These 
          "holo" cards are the hardest to catch and collect. In addition, a limited 
          quantity of each set of Pokémon cards is printed with the  symbol, which shows that those cards are first-edition cards from that 
          set. The same cards may be reprinted in the future but never with the  symbol, ensuring that your first-edition cards will maintain their value! 
          (Pokémon 
          Rules) |  | 
   
    |  | [4] As described in the rules, to collect 
      pokémon cards is also to catch the pokémon themselves, 
      creating a parallel logic between the CCG, the Gameboy version, and the 
      cartoons. Interestingly, not only does the CCG insert itself into the world 
      of the cartoons narrative, but the narrative reflects back upon the 
      CCG in an interesting way. In the animated feature film, Pokémon 
      2000, the films villain explains how his descent into villainy 
      began: I began my collection with a Mew card. At the height 
      of the plots dramatic resolution, collecting emerges as a pathology. 
      The villain who nearly destroys the world through his desire to collect 
      the rarest pokémon, began his career with the collection of a rare 
      and desirable Pokémon card. Not only does this muddle the 
      boundaries between the narrative and spectator by suggesting that in the 
      narrative world, as in our world, collecting Pokémon cards 
      is a feature of everyday life; but it calls into question the difference 
      between the collector and trainer. By demonizing 
      the mere collector and affirming the power of the trainer, the film establishes 
      an aura around connoisseurship in which those who care most deeply for their 
      menagerie (real or otherwise) are the true winners. Its not enough 
      to play, the true trainer has to love. |  | 
   
    |  | [5] The Nintendo Gameboy version of Pokémon 
      features an interactive narrative in which the protagonist (here the player 
      selects a name for his or her virtual persona) searches for pokémon 
      to capture and trainers to battle. This version loosely follows the narrative 
      of the cartoon, but allows the player to choose the itinerary. After many 
      hours of play, during which Willy (thats my poke-identity) has been 
      the loving trainer of a Bulbasaur (whom I have nicknamed Lil Romeo), I have 
      found that aside from breathing life into the limited graphics of the Gameboy, 
      the cartoon has provided a number of incredibly useful strategic hints. 
      By imitating the cartoons Ash, my Willy has been able to defeat several 
      of the trainers and collect some of the badges he will need to proceed to 
      the tournament (which is also a reference to the CCG tournaments). |  | 
   
    |  | [6] But the mechanics of the Gameboy itself 
      provide an interesting means of replicating the logic of the narrative. 
      The Gameboy is a small, hand-held device which can go wherever the trainer 
      goes, enabling him or her to train at any given moment. By making play more 
      mobile than the already mobile decks of cards (which require another player 
      and a flat surface to play on), the game allows the player to move much 
      like the characters themselves must move in order to capture more pokémon 
      and fight more battles. Not unlike the cellular phone, which has liberated 
      the white collar worker and service worker from the land line, this type 
      of portable hand held technology is clearly a case of the 
      becoming of everybody/everything, becoming-radio, 
      becoming-electronic, becoming molecular (473). In the case of the 
      Gameboy, the fictional warrior world of the nomadic 
      pokémon trainer engenders a becoming- in which the trainer/player 
      in becoming-Gameboy, is also becoming-war machine." The result 
      is a double process of becominga becoming-becoming-pokémon.5 |  | 
   
    |  | [7] Another feature of the Gameboy is that 
      it can, through the aid of a cable, be attached to another Gameboy, permitting 
      the two games to speak and interact, allowing players to trade pokémon 
      from one machine to another, giving actions in the Pokémon 
      narrative further real-world correspondence, for if the show 
      is to be believed, trading is the way to form Pokémon friendships 
      ("Battle Aboard the St. Anne," episode 15) in which sideways movement 
      of pokémon from trainer to trainer could conceivably establish relationships 
      worldwide (a sort of six degrees of separation). In addition, 
      the Gameboy cartridges can be attached to the Nintendo 64 with the aid of 
      an apparatus, allowing trainers to bring their Gameboy-trained pokémon 
      into the world of slick three-dimensional renderings with stereo sound and 
      fluid animationsa becoming-cartoona transformation of the ordinary 
      pokémon images into the animated substance of the cartoon. |  | 
   
    |  | [8] The significance of the interplay between 
      the various games being played is that they function to create multiple 
      interfaces that can be implimented in a number of ways, both physical and 
      metaphorical. In such smooth terrain, A rhizome ceaselessly established 
      connections between semiotic chains, organizations of power, and circumstances 
      relative to the arts, sciences, and social struggles (D+G 7). Rather 
      than force connections, the game designers, illustrators, writers, marketers, 
      advertisers, and programmers, (themselves a complex machine) create the 
      opportunity for multiplicity. Whether you see yourself as an Ash, Team Rocket 
      (Pokémon villains), Willy, yourself, or even me is not important, it is 
      only important to enact in multiples by becoming-pokémon (which itself becomes 
      synonymous with collecting). |  | 
   
    |  | [9] The looseness (smooth 
      space) that Ive described here would seem in some scholars 
      estimation represent a threat to the social order. To encourage this sort 
      of play might seem subversive, especially when directed at children. 
      And some conservative groups have responded through censorship and burning 
      rituals directed at Pokémon as immoral (one group even issued 
      a fatwa against Pokémon).6 
      Others, conversely, might see Pokémon as a form of Capitalist indoctrination, 
      merely situating children within the economy of haves and have-nots while 
      reinforcing consumerist tendencies. And perhaps both are right to fear Pokémon, 
      but for the wrong reasons. Deleuze and Guattari share insights into the 
      reason for this crisis, In the case of the child, gestural, mimetic, 
      lucid, and other semiotic systems regain their freedom and extricate themselves 
      from the tracing, that is, from the dominant competence of the 
      teachers languagea microscopic event upsets the local balance 
      of power (15). Rather than reproduce points on existing trajectories 
      (immorality, ideology), perhaps the child subjects are situated on a third 
      trajectory. |  | 
   
    |  | Enjoy your last moments of freedom 
      Pidgee, because youre mine (Ash Catchem to Pidgee, Pokémon, 
      I Choose You, episode 1) |  | 
   
    |  | [10] The child 
      which Deleuze and Guattari refer to is the same child towards 
      whom Pokémon is directed. Rather than think in terms of years 
      lived, although this childishness certainly demonstrates generational features, 
      the new child is born of the coupling of technology and biology which is 
      alluded to in both Pokémons form and content. The atrophy 
      that follows the trainer-pokeball-pokémon assemblage, in which the 
      pokémon are biotechnical extensions of the bodys own capabilities, 
      produce an infantilization that sees its greatest fulfillment in what Virilio 
      describes as: No future  the eternal childhood of the Japanese 
      otakus of the eighties  refusing to wake up to a life 
      by leaving the world of the digital imagination, by exiting from manga land 
      (The Information Bomb 94-5). This bodily youthfulness 
      which is accompanied by the psychological youthfulness of consumer culture 
      potentially positions all subjects to be victimized by the nomadic 
      child stealers, but hardly in the conventional sense. Instead, the 
      theft will be accomplished through the stealing enacted in the trainer-pokémon 
      relationship in which childlike pokémon are abducted by nomadic trainers. 
      The children of today are increasingly snatched up and nomadized 
      within themselves, enacting the self-reflexive process of becoming-war 
      machine. This deterritorilization breaks down the boundaries between 
      the State and the war machine, not through an appropriation of a version 
      of the war machine by the State, but through a process of double-becoming 
      in which the State itself (as an organization of subjects) is deterritorialized 
      through the becoming-imperceptible (through bodily atrophy) 
      and the becoming-animal(the radical deterritorialization of 
      the biotechnical body) of its subjects. The State itself is the source and 
      container of the barbarian horde, the nomad is no longer outside. |  | 
   
    |  | [11] This new nomadicapitalist, 
      emblametized in the person of the child, finds its expression recent surges 
      and recessions in global capital and new treaties and associations of States 
      in which states effectively abolish themselves in their own self-interest. 
      The new barbarian, in search of smooth economic spaces to roam freely, is 
      the embodiment of a sort of guerilla capitalist, with no allegiances, no 
      ideology to guide or threaten, a mobile phone, and laptop. This new war 
      machine will itself steal children, always colonizing, in search of the 
      special body, in particular the slave-infidel-foreigner, [...] the one 
      who becomes a soldier and believer while remaining deterritorialized 
      (D+G 393). The new child-capitalist will not be without his/her pokémon. |  |