What Pokémon Can Teach Us about Learning and Literacy
Transcription
What Pokémon Can Teach Us about Learning and Literacy
LA-NOV2.QXD 9/29/2003 8:18 AM Page 118 What Pokémon Can Teach Us about Learning and Literacy 118 We can learn much about the codes and ways What Pokémon Can Teach Us of talking and doing associated with popular Vivian Vasquez culture texts by closely observing children. Curtis: On the bottom it says retreat card but then if it has 3 stars you need 3 energy to retreat him. Vivian: Is that for everybody or just for Ratatat? Curtis: It depends how much he needs. If he needs none, he can retreat without anything. Vivian: What does that mean? Does it mean he can back out . . . ? Curtis: Yeah. Vivian: What about this part? (pointing to right hand upper corner of a Pokémon card) Curtis: Resistance by 30 from psychic. In psychic Pokémon if they do 30 damage to ’em that 30 damage won’t do anything because of his resistance. And because his weakness is fighting so let’s say a guy named Machop did 20 damage to ’em plus that that would be 40 and he would be knocked out of the game. And you need one colorless energy to do quick attack with this 10+. You need no energy to do Pokémon power tricky. APPROPRIATING POKÉMON: A FIRST LESSON My nephew Curtis bought his first pack of Pokémon trading cards at age six when he and my husband Andy walked into a corner store in the Language Arts, Vol. 81 No. 2, neighborhood and he noticed familiar television cartoon characters on the packaging of collector cards. Pokémon is a name given to an evergrowing series of what are called ‘pocket monsters,’ imaginary characters that have various capabilities, such as being able to transform into different versions of the same character, and powers, such as using electricity or fire to fend off opponents. These characters live in an alternate reality where they are able to evolve by winning battles over one another. The human characters in the cartoon are trainers who prepare the Pokémon for battle. A majority of the human characters are children. One of the main characters is Ash, a tenyear-old who travels the countryside collecting and training Pokémon. Most of the cartoon’s storyline evolves around Ash. As Curtis began engaging in Pokémon gaming, that is, as he became someone who played the Pokémon trading card game, he took on the role of Ash the trainer. As Ash, he collected and traded cards not only with his own friends but with other children he met at trading card clubs located in stores where the cards are sold. He also began creating his own versions of the collector cards. In this article, I highlight opportunities for engaging pleasurable and powerful literacies (Comber, 2000) by looking closely at Curtis’s appropriations of the popular text Pokémon. Specifically, I show the literacies Curtis learned and used while participating as a member of a Pokémon club and in creating his own Pokémon cards (see Figure 1). The term “literacy/literacies” is used to represent a variety of skills and strategies used by learners including reading, writing, drawing, and so forth when negotiating and constructing meaning. My intent is to show that engagement with popular culture texts can teach us about learning and literacy and to discuss the powerful and creative learning students can bring to the aspects of popular culture with which they choose to identify (Gee, 2003). This work is part of a case study of Curtis’s participation with the popular culture text Pokémon over a fiveyear period from 1996–2001. The opening exchange took place early in the study as Curtis attempted to teach me about the components of a Pokémon card. It was immediately clear to me that this text was more complex than I had imagined. Resistance, power-tricky, colorless energy, and HP were all details that meant nothing to me and caused endless confusion! I was lost, but Curtis was patient with me. He waited and then waited some more as I attempted to understand, and he explained things November 2003 Copyright © 2003 by the National Council of Teachers of English. All rights reserved. LA-NOV2.QXD 9/29/2003 8:18 AM Page 119 Curtis at age 8 Figure 1. Curtis creating Pokémon Cards to me over and over giving me time to make sense of the unfamiliar genre and unfamiliar discourse in talking and working with Pokémon text. In a sense, he was teaching me how to participate in a Pokediscourse, the Pokémon way of talking about gaming and using the cards. He was teaching me to break the code so that I could participate with and make meaning of Pokémon text. Eventually, I learned enough to imagine the potential for learning and literacy development available through engaging with this popular culture text. CULTURAL CROSS-OVERS With its introduction to American television in 1996, Pokémon quickly became popular culture material for children in playgrounds, neighborhood streets, and sometimes schoolyards. It was an imported Japanese cartoon dubbed in English and created in anime style. Curtis was also responsible for introducing me to the world of anime (post-war Japanese animation) cartoons beginning with Pokémon (http://www. Pokémon.com) and later other popular culture gaming texts, such as Digimon (http://www.digimoncity. com), Dragonball Z (http://www. dragonballz.com), Yu-Gi-Oh! (http:// www.yugiohkingofgames.com/ intro.html), and most recently, Beyblade. Anime film was first introduced in the 60s by master animator Osamu Tezuka, who in 1963 produced Japan’s first televised anime, Astro Boy (Vallen and Thorpe, 2001). At that time, anime was produced by painting images on cels. Cel animation is based on a series of frames or cels in which the object is re-drawn in each consecutive cel to depict motion. This was the technique used by all cartoon creators before the dawning of computer animation. Carrington (2003) notes that the cartoon heralded a new wave of distinctive animated genre. This success Pokémon became such a hot topic for conversation that even John Stossel dedicated a 20/20 segment to it, whereby he balked at those who claim that Pokémon viewing encourages kids to gamble. It has even had a turn at being on the cover of Time magazine (1999). Pikachu, one of the most known Pokémon characters, was included in the Thanksgiving Day Macy’s Parade, joining the ranks of Snoopy and Curious George in an American tradition. Further, in November 2001, the Academy of Motion Picture Arts and Sciences sponsored a lecture on Japanese Animation. Even more interesting, the University of Hawaii Center for Japanese Studies Endowment sponsored a two-day conference, Pikachu’s Global Adventure, in November 2000. The conference involved an international team of professors, lecturers, and media scholars from around the world who gathered to discuss the phenomenon Pokémon. 119 What Pokémon Can Teach Us Curtis at age 6 resulted in the movement of this cultural artifact from its limited role in children’s television programming to a presence in classrooms, lunchrooms, and doctors’ offices as the cartoon characters began to appear on binders and pencils, backpacks and lunch boxes, band aids, children’s clothing, and in featurelength films, videos, CDs, and trading cards. LA-NOV2.QXD 9/29/2003 8:18 AM Page 120 LEARNING FROM CURTIS 120 What Pokémon Can Teach Us One of the most prominent crossovers of anime appeared in the manufacturing of trading cards that children and adults collect. To succeed in the trading card arena means knowing the value of one’s cards. Knowing the value of a card requires an understanding of how to read the cards. Pokémon gaming, therefore, does not involve actual physical battling over cards but systematic analysis of which cards to Pokémon gaming, therefore, does not involve actual physical battling over cards but systematic analysis of which cards to trade with whom in order to add to the value of one’s collection. trade with whom in order to add to the value of one’s collection. It requires a deep understanding of which kinds of cards carry the most capital in the game of trading cards. The primary way for children to develop this understanding is through jumping in, playing, talking, and discussing as well as designing and redesigning their own versions of the cards. This immersion takes place as children engage with Pokémon texts in multi-mediated ways through various genres, and through the use of different sign systems, such as film, video, music, books, and magazines. Sefton-Green (2001) presented a case study of his sixyear-old son’s initiation into the literacy practice of playing Pokémon video games using a Game Boy, a trademark for a particular kind of handheld video game. He observed that the availability of Pokémon across a range of platforms (TV, film, Language Arts, Vol. 81 No. 2, games, toys, etc.) is the reason why attention to one literacy domain can “miss the point.” Basically, he notes that if a broad range of readings of a particular text is available through a variety of platforms but our focus is on one particular platform, such as print literacy, then our reading is not as informed and resourced as it could be, which limits participation. Curtis became increasingly knowledgeable about drawing on multiple sources to learn about Pokémon. Creating his own cards required him to learn to use a variety of resources, such as those listed previously, as well as his friends and the Internet. In a sense, he was introduced to the role that research plays in crafting or designing a text. Arriving at this point in his learning, however, was not easy. Like most children, when Curtis bought that first package of cards at the corner store he had no idea how much he had to learn. His initial attraction to the cards came from a connection he made to the Pokémon cartoon on television. In a sense, he saw the cards as an extension of his TV viewing experience. As he played with his original set of cards, he situated himself in the televisual (relating to or shown on television) reality provided by the TV show (Luke, 2002), even though he had not yet mastered the game. It was when he began to play with the cards in the company of his friends that he developed a new identity in the Pokémon gaming world. According to Gee (2001a), since reading and thinking are social achievements connected to social groups, we can all read and think in different ways when we read and think as members (or as if we were members) of different groups. READING, THINKING AND LEARNING AS MEMBERS OF A GROUP As a new member of the Pokémon world, Curtis immediately recog- November 2003 nized the need to learn the codes (the specific ways of talking and doing) associated with this popular culture text. He also learned about Game Boys and Pokémon game modules that could be played on handheld pocket computer units. Since he received a pocket unit for his birthday, Curtis moved back and forth between the two-dimensional card game and the virtual space provided by the computerized game. More than ever, Curtis became interested in surfing the electronic network (also known as the Net) to find out more about the various Pokémon and their characteristics. He would then share printouts of his findings with his friends who did the same with him. In conversation with some of the older children at his school, he became privy to tools of the trade including the use of magazines written to provide gaming strategies for both the computer game and the card game. This led Curtis to become an avid reader and a frequent visitor to bookstores and neighborhood stores where magazines are sold. He did not often buy the magazines but spent a great deal of time browsing through them. While developing browsing skills, he learned to quickly locate identifying key words and phrases as he flipped through the pages of a magazine. He also learned to read a table of contents and an index. Another skill he developed was what Sefton-Green (2001) refers to as “mapping space” whereby Curtis learned how to “read” the maps within the strategy guide and orient himself within the virtual environment of the game. If Gee (2001a) is right about the relationship between social achievement and social groups, then the first thing that children’s engagements with such popular culture texts can teach us is to be attentive to the ways in which children collaboratively construct a particular culture that is highly organized and to ask what it is LA-NOV2.QXD 9/29/2003 8:18 AM Page 121 The intensity with which Curtis and his friends participated with the popular culture text seemed to call for a specialist discourse that works simultaneously to include the initiated and to exclude others, even though this was not done deliberately (SeftonGreen, 2001). The complex discursive practices they used signaled membership in the group for only those who had previously been initiated into Pokémon discourse. For some children, this was enough incentive to learn more, read more, and participate more fully in the game. Playing the game well involved learning how to strategically outmaneuver other players, learning how to be analytical about what moves and strategies to employ, and developing good problem-solving skills. Being able to continue to participate in this literate culture required the ongoing learning of a growing community of literate practices associated with problem solving, analyzing, and strategizing. It was discussion, challenge, and the constant exchange of ideas that created the space needed for this learning to be sustained and generative. By generative, I refer to the ways in which Curtis and his friends continuously sought out new, more challenging levels of participation in the game. DRAWING AND REDESIGNING AS PARTICIPATORY ACTIVITIES center (see figure 2). It was during talk about evolutions that Curtis and his friends began to redesign the existing Pokémon cards to create their own, often more complex, evolutions for the characters. Redesigning Starmie A close examination of Curtis’s reOne of the participatory activities design of the Starmie card allows me generated by membership in Curtis’s to unpack the learning and literacies Pokémon gaming community was that resulted from this activity. drawing and re-creating existing Below, I outline some of the elements cards. This seemed to be one way of and components of a basic Starmie becoming more knowledgeable card and compare these to Curtis’s about and familiar with the various redesigned card (see Figure 3). parts of the cards. The children often Although he gave it some new altertalked throughout their drawing, native characteristics, Curtis kept sharing details about how they were Starmie’s name the same in his creating the various text and symredesign to keep it identifiable bols. This talk involved the deconamongst his friends. Starmie’s repustruction of the cards—looking tation among gamers as a mysterious closely at the bits and pieces that Pokémon with many move options made up a card to make sure that (strategic ways of beating its oppothe new redesigns were recognizable nents) made it appealing to Curtis. to other gamers. Further, this talk Although Pokémon are supposedly usually was accompanied by sound non-gendered, Starmie is seen by effects and impromptu leaps into some gamers as a girl’s Pokémon due dramatizing Pokémon battle moves. to its appearance as a starry jewel. At some level, Curtis and his friends Starmie also is seen as an enigma were using drama as an editing tool because of how its nonviolent apto create their drawings. These pearance is contradicted by its posdramatizations often led to acting session of some of the best moves in out what would happen to the Pokéthe game. So in a sense, Starmie is a mon as they evolved or transformed very powerful Pokémon, one that is into more complex characters after worth having in a collection. winning a battle. For instance, when Staryu, a five-pointed, star-shaped The original Starmie card has over 30 Pokémon with a smooth round red different words, phrases, and images. gem in its center, wins a number of Included are a wide range of icons, battles, it can evolve into a more complex creature, Starmie. In its evolved state, therefore, Staryu turns into Starmie, a ten-pointed star with a multi-faceted, Staryu Starmie, an evolved Staryu brilliant red Figure 2. Staryu and Starmie gem in its 121 What Pokémon Can Teach Us about these cultures that keeps them “in the game,” in spite of the increasing challenges involved with playing it. The more that Curtis and his friends learned to “read” Pokémon texts, the more they understood how to play the trading card game. The more they played the game, the more challenging it became. With each new challenge came the thirst for more information that would lead to the development of more complex strategies for playing. This caused them to become more immersed in the game leading them to be further engaged with new symbolic and discursive practices that helped them to achieve their goals of playing the game well, such as understanding how to quickly read the symbols and images on a card as well as knowing what language and actions to use to be a successful player. LA-NOV2.QXD 122 9/29/2003 8:18 AM Page 122 What Pokémon Can Teach Us abbreviations, and symbols, each of which refers to specific characteristics and attributes of this Pokémon. For example, there are symbols such as an eye (symbol for what are known as “mysterious” Pokémon that possess psychic abilities) or a starburst (symbol for what are known as “colorless” Pokémon). Then there are abbreviations for terms like “hit points” represented by the letters HP, or “level” represented by the letters LV. Each card has on it different systems of representation that children quickly learn to read. Sefton-Green (2001) suggests that the ease of reading such systems could be due to the prevalence of icons in many forms of children’s culture. The iconic symbol systems that appear on each card work to support the reading of text on the cards. To be successful at playing the game, players need to know what each detail means because these details are used to evaluate and analyze whether or not to battle and/or which Poké- mon to put in a battle. For instance, a good player might battle her/his Starmie card if the opponent (the Pokémon card that the opposing player has put into battle) has a weakness for water (water is the classification of Pokémon to which Starmie belongs). What this means is that an opponent with a weakness for “water Pokémon” would be less effective in battle against Starmie. More information about Pokémon gaming rules and how to play the game at a basic level are available at http://www.sierrascollectibles.com/ Pokémon_rules.htm. Curtis’s Redesign Curtis created a ten-pointed star freehand in his redesign of Starmie. It took several tries to get the angles and the distance between the points just right. To do this, Curtis layered two five-point stars, one on top of the other. This kind of visual/spatial information is not available in any of the strategy or rulebooks, so he had to figure out how to draw Starmie through close examination of the original card. He also decided to embellish the background of the card by adding two stars and bubbles. The original Starmie had a plain background. The “bubble beam,” a spray of bubbles to disorient an opponent, is one of Starmie’s primary attacks. A primary attack is a Pokémon’s natural weapon. The addition of bubbles in the background of his redesigned card reminds the opponent of this character’s capabilities. Figure 3. Curtis’s Redesign of Starmie Language Arts, Vol. 81 No. 2, November 2003 The original Starmie card has 60HP (Hit Points or the amount of damage it can receive which basically determines how strong it is). Curtis’s card has 110HP, making it 50HP stronger than the original. While creating his card, Curtis talked about wanting his redesigned card to be almost twice as strong as the original. His card also has a greater damage factor than the original. This factor refers to the amount of damage caused to an opponent. Basically, a higher number indicates the potential to cause greater damage. Curtis’s card has a 90-damage factor while the original only has a 20-damage factor. What this means is that when the original Starmie battles an opponent, it can cause “20 damage,” whereas Curtis’s new Starmie would cause “90 damage.” His card would cause almost five times the damage to its opponent as the original. Another item that he added to his card is a description for his Pokémon’s primary and secondary attacks. Attacks are the weapons used to overcome an opponent. The primary attack he included is Bubble Beam (spraying bubbles to disorient the opponent). He enhances the strength of this attack by noting on the card, “your opponent does 20 less damage than usual. If their attack does nothing, it does not work.” For example, if the opposing Pokémon does 40 damage when it battles against Curtis’s Starmie, its attack strength would automatically weaken by 20. “If their attack does nothing, it does not work” would refer to opponents who have 20 or fewer damage points who clearly would have zero damage if battling with the redesigned Starmie. The secondary attack causes 70 damage. In combination, Curtis’s Starmie could cause 160 damage to an opponent, which is quite substantial. He makes his Pokémon even stronger by adding a notation that, “If your opponent makes you miss a turn, take that turn back.” Clearly he has made the new Starmie extremely difficult to beat. LA-NOV2.QXD 9/29/2003 8:18 AM Page 123 Research on Children’s Use of Popular Culture Tobin, J. (2000). “Good Guys Don’t Wear Hats”: Children’s Talk about the Media. New York: Teachers College Press. Dimitriadis, G. (2001). “In the Clique”: Popular Culture, Constructions of Place, and the Everyday Lives of Urban Youth. Anthropology and Education Quarterly, 32 (1), 29–51. • This study examines how two urban teens used key popular texts to construct a sense of place by mobilizing the texts in specific ways and in particular The final difference between the cards is that in the redesigned card, Starmie is at LV49 (level or position within the hierarchy of cards) while in the original, Starmie is at LV28. To create his card, he engaged in relational number work (more or less than, primary and secondary) and in calculation (addition, subtraction, multiplication). Curtis’s redesigned card only focuses on those symbols and text that deal with strength. For instance, he left out information regarding weight and height, both of which are included in the original. Clearly, he was discerning and deliberate in what he included and what he left out, in what symbols and text he revised, and what symbols and text he maintained. This in itself is an impressive skill to have learned alongside all the other skills called upon to participate fully in the Pokémon gaming world. Stevens, L. P. (2001). “South Park” and Society: Instructional and Curricular Implications of Popular Culture in the Classroom. Journal of Adolescent & Adult Literacy, 44 (6), 548–555. • Through case study research, Stevens offers insights into how three middle-school teachers incorporate popular culture media into their content area classes to encourage their students to become critical consumers of popular culture. Issues of planning, student response, and fitting popular culture into the existing curricula are also discussed. A CLOSER LOOK AT SKILLS CONSTRUCTED THROUGH ENGAGEMENT WITH POKÉMON In a study of first-person shooter games, James Gee (2003) used previously documented research on literacy development regarding important principles of learning to unpack the principles of learning that undergird the playing of computer games. Many of these same principles apply to the construction, understanding, and design of the Pokémon gaming cards. Following is a summary of intersections between some of Gee’s principles of learning and the repertoire of skills Curtis used when designing his cards. The italicized text represents Gee’s principles followed by a brief example of how each played out as Curtis engaged with Pokémon text. Active, Critical Learning Principle: All aspects of the learning environ- —Karen Smith ment, including the ways in which the semiotic domain is designed and presented, are set up to encourage active and critical, not passive, learning. [Example: To trade cards successfully, Curtis had to engage in an active, not passive, flurry of decision making regarding gaps in his card collection along with determining how the value of particular cards would increase the worth of his collection.] Design Principle: Learning about and coming to appreciate design and design principles is core to the learning experience. [Example: Curtis and his friends found great pleasure in creating their own cards. Redesigning the cards required an understanding of how the original cards were designed.] Semiotic Principle: Learning about and coming to appreciate interrelations within and across multiple sign systems (images, words, actions, 123 What Pokémon Can Teach Us • This ethnographic study focuses on how children talk about media representations of violence, gender, race, colonialism, and social class. Children used their understandings of middle-class families to distinguish between good guys and bad guys. The meanings children make from movies arise out of their experiences of living in a specific local context. social networks—finding specific thematic links between and across the texts and using those links to index their relationships with family. The complex, emergent, and “messy” relationships many youth have with popular culture are identified. LA-NOV2.QXD 124 9/29/2003 8:18 AM Page 124 What Pokémon Can Teach Us symbols, artifacts, and so forth) as a complex system is central to the experience. [Example: Curtis drew from and made use of multiple sign systems in creating cards through engagement with books, magazines, videos, and the Internet. Curtis lives in Canada and uses the metric system. The cards use the imperial system. While creating his cards, Curtis used a conversion program he found on the Internet to convert the Pokémon’s weights and heights from imperial to metric measurement.] Committed Learning Principle and Practice Principle: Learners participate in an extended engagement as extensions of their real-world identi- Situated Meaning Principle: The meanings of signs (words, actions, objects, artifacts, symbols, texts, etc.) are situated in embodied experience. Meanings are not general or decontextualized. Whatever generality meanings come to have is discovered bottom up via embodied experiences. [Example: While designing Pokémon cards, the meanings of signs are situated in the designer’s experience as a collector and trader of cards, which is contextualized based on who the other trainers are and on the corpus of cards that they have on hand.] Intertextual Principle: The learner understands texts as a genre, a family of Popular culture texts such as Pokémon cards and games are the kinds of materials that many kids read, have access to, and participate with as literate beings in the new millennium. ties. The learner gets lots and lots of practice in a context where the practice is not boring. [Example: Curtis took on the role of Pokémon trainer as he created and designed his own cards. With lots of effort and practice, he played out this Poke-world identity for extended and sustained periods of time.] On-Going Learning Principle: The distinction between learner and master is vague, since learners must undo their routinized mastery to adapt to new or changed conditions at higher and higher levels. There are cycles of new learning, automatization, undoing automatization, and new reorganized automatization. [Example: Card manufacturers sustain gamers’ interest in Pokémon by continuously putting out different versions of the cards. With each new version came another complex set of understandings. Curtis had to continuously adapt to new or changed conditions for trading, collecting, and designing.] Language Arts, Vol. 81 No. 2, related texts, and understands any one such text in relation to others in the family, but only after having achieved embodied understandings of some texts. Understanding a group of texts as a family of texts is a large part of what helps the learner make sense of such texts. [Example: Designing his own cards required Curtis to frequently engage with a variety of related texts. He knew which magazine to go to for information on the strengths of the various characters and which Internet sites could offer him further information. He also knew how the magazines, in conjunction with the Internet sites and other resources, worked to provide him with the information he needed.] Multimodal Principle: Meaning and knowledge is built up through various modalities (images, texts, symbols, interactions, abstract design, sound, etc.), not just words. [Example: Curtis built up the meaning and knowledge underlying the creation November 2003 of Pokémon cards through moving back and forth between a variety of modalities, not just printed words. Intuitive Knowledge Principle and Affinity Group Principle: Intuitive or tacit knowledge built up in repeated practice and experience, often in association with an affinity group, counts a great deal and is honored. It is not just verbal and conscious knowledge that is rewarded. Learners constitute an “affinity group,” that is a group that is bonded primarily through shared endeavors, goals, and practices. [Example: Curtis and his friends formed an affinity group in which knowledge gained through repeated practice and experience carried great cultural capital. Curtis became better and better at knowing how to draw the various characters and became “the” primary resource for neighborhood children who wanted to design their own cards.] Insider Principle: The learner is an insider, teacher, and producer (not just a consumer) able to customize the learning experience and domain/ game throughout the experience. [Example: The more that Curtis and his friends created cards and engaged in exchanging cards, the more they liked it and they learned about it. This learning always took place in social spaces in particular contexts with his affinity group and gave him opportunities to take on different roles.] LITERACY INSTRUCTION AS BROAD-BASED PARTICIPATION IN A RANGE OF LITERACIES Language is not the only important communication system in the modern world; images, artifacts, and many other visual symbols are particularly significant (Gee 2001b). Popular culture texts such as Pokémon cards and games are the kinds of materials that many kids read, have access to, and participate with LA-NOV2.QXD 9/29/2003 8:18 AM Page 125 as literate beings in the new millennium. Through engagement with such texts, children like Curtis and his friends participate in an open pedagogy where print text is not privileged. Rather it becomes one of many symbol systems used as a generative multimodal tool for cultivating multiliteracies that include different forms of literate behaviors beyond those traditionally associated with literacy, such as reading and writing. Children’s culture is based on broad participation in a range of literacies. In this open pedagogy where learning is not predetermined but generated by a functional need to continue to learn to play the game better, Curtis and his friends thrived as literate beings continuously seeking out more knowledge and willingly taking up the challenge of participating in a game that grew in complexity and difficulty over time. As a former preschool and elementary school teacher, I ask myself how young children’s participation with popular culture text could inform my own literacy teaching practice and my students’ learning. My intent is not to sell teachers on using popular culture texts in the classroom, even though I have been witness to their power. Further, I am not arguing that everything learned from playing Pokémon is I believe there are important questions that those of us who work with young children can ask with regards to popular culture texts. For instance, what can we learn about what motivates children to stay in the game in spite of the increasing complexity of that game? What attracts them to the game in the first place? How can we capitalize on the new literacies developed through engagement with everyday popular texts that children encounter during the course of daily life? What does it mean for learning to be social? What happens to literacy development in these social spaces? What role do multimodal texts and the integration of different symbol systems play in literacy development? Pokémon texts are one example of the sort of highly complex literacies that children are now facing in this new millennium. In essence, this article is about developing “new literacy” pedagogies. These pedagogies go beyond debates over basic skills and best methodology and are informed by observation and analysis of children’s participatory engagement with texts for which they have an affinity and for which they are willing to participate in complex learning situations for a sustained period of time. References Carrington, V. (2003). “I’m in a bad mood. Let’s go shopping”: Interactive dolls, consumer culture and a “glocalized” model of literacy. Journal of Early Childhood Literacy, 3(1), 83–98. Comber, B. (2000). What really counts in early literacy lessons. Language Arts, 78, 39–49. Gee, J. P. (2001a). Reading as situated action: A sociocognitive perspective. Journal of Adolescent and Adult Literacy, 44(8), 714–725. Gee, J. P. (2001b, July). Critical literacy as discourse analysis. Paper presented at the CELT Rejuvenation Conference, Chicago, IL. Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Macmillan. Luke, C. (2002). Re-crafting media and ICT literacies. In D. Alvermann (Ed.), Adolescents and literacies in a digital world (pp. 132–146). New York: Peter Lang. Sefton-Green, J. (2001, June). Creative media cultures: Learning beyond the school. Paper presented at the conference, Learn, Create, Break Boundaries. Malmö University, Sweden. Time Magazine Cover (1999). Vol. 153(18). Vallen, M., & Thorpe, J. (2001). A night at the academy: Anime comes of age. The Black Moon. Retrieved from http://www. theblackmoon.com/Academy/academy. htm on 5/29/03. Author Biography Vivian Vasquez is assistant professor in the School of Education at American University in Washington, D.C. Previous to this, she taught preschool and elementary school for 14 years. 125 What Pokémon Can Teach Us Children’s culture is based on broad participation in a range of literacies. good. I am arguing that there is a lot we can learn about how to support literacy development by watching children closely as they engage with such texts. My intent is to show the sorts of literate behaviors that come from children’s participation in and use of popular culture texts such as Pokémon.