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Digimon

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0% found this document useful (0 votes)
63 views

Digimon

Uploaded by

Patrick Perante
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Digimon (Japanese: デジモン, Hepburn: Dejimon, branded as Digimon: Digital Monsters, stylized as

DIGIMON), short for "Digital Monsters" (デジタルモンスター Dejitaru Monsutā), is a Japanese media
franchise encompassing virtual pet toys, anime, manga, video games, films and a trading card game. The
franchise focuses on the eponymous creatures, who inhabit a "Digital World", a parallel universe that
originated from Earth's various communication networks.

The franchise was created in 1997 as a series of virtual pets, akin to—and influenced in style by—the
contemporary Tamagotchi or nano Giga Pet toys. The creatures were first designed to look cute and
iconic even on the devices' small screens; later developments had them created with a harder-edged
style influenced by American comics. The franchise gained momentum with its first anime incarnation,
Digimon Adventure, and an early video game, Digimon World, both released in 1999. Several anime
series and films based on them have been released, and the video game series has expanded into genres
such as role-playing, racing, fighting, and MMORPGs.

n 1996, the Tamagotchi was released, created by Akihiro Yokoi, Aki Maita and Takeichi Hongo. The
Tamagotchi was one of the inspirations for the first release of the Digimon franchise,[3][4] a device
marketed in June 1997[1][5] with the name Digimon,[6] short for Digital Monster.[7][8] Aiming at the
male audience and created by Akiyoshi Hongo (a pseudonym that refers to the creators of Tamagotchi),
[3] this device shows to players a virtual pet composed entirely of data and designed to play and fight.[1]
[6][9][10] In February 1998, the DigiMon fighting game, compatible with Windows 95 and developed by
Rapture Technologies, Inc., was announced.[11] The one-shot manga C'mon Digimon, designed by Tenya
Yabuno, was published in the Japanese magazine V-Jump by Shueisha in 1997.[12][13]

A second generation of virtual pets was marketed six months after the launch of the first, followed by a
third in 1998.[14] Each player starts with a baby-level digital creature that has a limited number of
attacks and transformations[15] and to make the creature stronger by training and nourishing the
creature;[1][6] when the player is successful in a workout, the Digimon becomes strong, when the
player fails, the Digimon becomes weak.[1][6] Two devices can be connected, allowing two players to
battle with their respective creatures, an innovation at the time,[1] however, the battle is only possible
from the moment the creature is in the child level or bigger.[1] Playgrounds and subways were where
the majority of users of the apparatus were concentrated; The virtual pet was banned in some Asian
schools by being considered by parents and teachers as very noisy and violent.[16] The first Digimon
were created by Japanese designer Kenji Watanabe, influenced by American comics, which were
beginning to gain popularity in Japan, and as such began to make his characters look stronger and
"cool." Other types of Digimon, which until the year 2000 totaled 279,[17][18] came from extensive
discussions and collaborations between the Bandai company members.[19]

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