dscross said:
You can see my point as to why it would be effective on lots of children though?
Kind of? I mean, at heart
collecting stuff isn't just rewarding for kids. And when I mean 'rewarding' I don't mean as in a physical byproduct of our expense and investment of time. I mean in the processes of thought that humans use that actively reward a feeling or thrill of finding something largely inconsequential. Whether it be a stack of MLP stuff with me, or whether it be some motorcycling enthusiast who has a garage full of old bikes they've bought, repaired with largely factory standard parts, and keep for themselves. My excitement of getting some limited circulation MLP merch is no different. And I'm 33.
It's rewarding because there is sufficient degree in investment already, and given that life
has no inherent meaning rather than confronting that intuitively and meaningfully we invent reasons to create it. Save for the physiology, no animal is truly an 'adult' for that reason ... we invent responsibilities because we need to invent reason and meaning.
Simply put it's not as if 'collecting things' is somehow just for kids. If anything as we get older, we desire it far more.
A mid-life crisis is essentiually a crisis of faith that actually discovering that pretending to be an adult as to what everyone assumes an adult to be is actually fucking awful. Collectively one of the reasons in the new world of digitally accessible alleviation of one's adulthood seems to correlate to a seemingly growing immaturity of people. It's not that people are more immature, it's just that there's less reasons to pretend being an adult is as if some manufactured ideal or even
real.
We don't see it in nature, we don't see it in neuroscience. Very litte difference (in operation) between a 18 year old brain and a 30 year old brain beyond
brain damage and
ridiculously different degrees of manifesting depression when we look at fMRI data. Hence why so much stuff that is popular for kids is also popular with #Adults. You don't really grow up ... you just get taller and lie to yourself more regularly.
If you want to see what
reality is, talk to a 9 year old and get them to describe everything around them. You'd be surprised by how they describe their world and how they see it ... and suddenly you become very conscious you no longer can still do that. Maybe more articulately, but not make the same bridges of thought concerning mundane materials you just write off as mundane.
In essence, the same way we get involved in 'fandoms' and absorb as much as we can of specificities of culture/science/etc is the same processes by which young children are inquisitive and examine their world in a
general fashion.
So yeah, you're right. In a way.
But then again, there is also the
barrier of investment. Which is purely in terms of conceptual design.
I mean, I can't be the only one that thinks the concept of Pokemon is particularly fucked up. I felt that way as a kid with what was a fairly animal-centric childhood. The concept didn't appeal to me precisely because the barrier to investment was always kind of barbed in things I couldn't quite divorce was
active cruelty for no reason whatsoever.
I don't want to be 'that girl' that says Pokemon is awful solely because of its theme. But honestly I think that's a two way street to the fact that there
is that barrier to investment, and even if you're a kid who likes videogames ... there's kind of a chance that a game wasn't going to tickle your mental fancies.
In short I don't believe there is such a thing as a 'winning strategy' of
total appeal. As an inverse of that, neither do I believe that consumption trends between kids and #adults is somehow a gulf with large differences of mechanics.
I know I'm really popular with my cousin's kids for that reason. I'm even teaching them the basics of orienteering and Earth sciences through showing them maps of places I've explored of the Australian interior and some of my fossicking gear. Same wonderment in those eyes as there are mine. Same drivers of agency. The artificial deviation between kids and adults just isn't there. I can show them on maps the range of the opal mines on the edges and inland of the Great Artesian Basin ... explain how they came about, hint at all the possible locations one might find fossils or precious stones because of that. I can show them logbooks and journals of adventurers and explorers ... how new records of traversing the continent and its obstacles are being made each year and that the exploration of Earth is nowhere near as comprehensive as people pretend it to be ... and all of it within fingertips of the playground they have inherited easy access by simply being born here. She'll make a fine pathfinder when older and none of that is necessarily childish on its own.
She might grow out of it, or become disinterested, but I think I've been enough of a bad influence on her to actually make it stick.
Same thrill of mystery about what is
actually someplace that might await them.
Pokemon seems to tap that duality of adventure, the 'exotic' and neuroticism for detail and desire for control over other things. I get the mechanics of its popularity, but the conceptual barriers bar me from enjoying them. It's not as if Pokemon owns the idea of adventure. It uses various mechanics of the psyche to phenomenal effect. The idea of 'collection' being one of them, but that remarks about nothing concerning children specifically, and nor does it have a universality of appeal by merely the conceptual frameworks of that premise.
If the concepts didn't alienate me as a kid, I might have enjoyed it. But they did alienate me, and I think the reasons of their alienation aren't as if wrong, misinformed, or somehow aberrant to the human condition regardless of being a kid or a #adult.