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Pokémon Friends" is Released. "Thinking is Fun": Survey Finds Japanese Have Opportunities to Think for Themselves as New Game is Released

- The following is content from the press release -

 (Head Office: Minato-ku, Tokyo; President: Tsunekazu Ishihara) and WonderPhi Inc. (Head Office: Chiyoda-ku, Tokyo; President: Kei Kawashima), developer of the educational application "Think! (Head Office: Chiyoda-ku, Tokyo; President: Kei Kawashima), developer of the educational app "Think!

 Many people are aware that our lives are becoming more convenient due to the remarkable evolution of AI (Artificial Intelligence) and other technologies. To coincide with the release of a new game that "makes thinking fun," Pokémon Inc. conducted a survey on opportunities for Japanese people to think for themselves.

Survey on Information Gathering] Information Gathering Methods Using Smartphones, PCs, and Other Technology, by Age Group

 The most common means of information gathering using technology such as smartphones and PCs was "news sites and news apps" (49%), followed by "news sites and news apps" (49%), "social networking sites" (301TP), and "social networking sites" (301TP). 6T, "social networking sites" (mainly collecting information by reading posts that appeared in recommendations and trends on social networking sites).

 The survey by age group showed that the younger the age group, the more they use "SNS" to gather information, and the older the age group, the more they use "news sites and news apps" to gather information, similar to the overall results. In addition, about 20% of respondents of all ages gather information from "videos" (news and current affairs commentary videos on video platforms).

[Survey on AI chatbots] 41% of teens say they have used AI for homework and assignments.

 Furthermore, a survey on AI chatbots, which have been rapidly evolving in recent years, revealed that 41% of teenagers responded "Have you ever used AI chatbots or other tools for any of the things you have done?" The results showed that the number of teenagers who responded "I have used AI for homework and assignments" amounted to 411 TP6T, which was 311 TP6T higher than the next highest number of respondents in their 20s, creating a large gap with other age groups, especially with regard to this response.

A survey on SNS browsing shows that approximately 60% of respondents spend an average of one hour or more per day looking at SNS for no purpose! Furthermore, when surveyed by age group, teenagers accounted for the highest percentage at 87%, followed by those in their 20s at 83.3%.

 When asked how much time they spend on social networking sites on average each day, 25.41 TP6T of the respondents said they try to stop after 30 minutes, followed by 21.41 TP6T of those who said they spend an hour on social networking sites. The number of respondents who said they watch for more than one hour was 25.4%. A subtotal of those who responded more than one hour shows 59.5%, indicating that approximately 60% of the respondents spend more than one hour browsing social networking sites without a purpose.

 Furthermore, when surveyed by age group, those in their teens had the highest subtotal of 871 TP6T, followed by those in their 20s at 83.31 TP6T, with more than 80% of the respondents watching for more than one hour. The percentage of respondents in their 40s, the longest group in this survey, who answered that they watch for more than 5 hours when they notice it, was the highest at 9.31 TP6T.

Survey on Video Viewing: More than half of all age groups except those in their 60s say they often watch videos for no purpose and find that more time has passed than they expected.

 When surveyed about their trends when they watch videos without a purpose and end up spending more time on them, more than half of all age groups except those in their 60s said they continue watching videos casually and spend more time on them than expected, with 72.2% of teens in particular falling into this category.

Other Survey] About 60% of respondents feel a sense of guilt or emptiness after watching videos or browsing social networking sites for no purpose! About half (1 in 2) feel that their opportunities to think for themselves are naturally decreasing, according to the results of the survey!

 Furthermore, when asked, "Do you feel a sense of guilt or emptiness after watching videos or browsing social networking sites for no purpose?" 58.21% of the respondents answered "I feel guilty or a little guilty" or "I feel guilty or a little guilty", indicating that more than half of the respondents feel guilty or a little guilty after spending too much time watching videos or browsing social networking sites without a purpose. In response to the question, "Do you feel that technology has reduced your opportunities to think for yourself?" 49.81% of respondents answered "I feel that I have fewer opportunities to think" or "I feel that I have fewer opportunities to think a little," indicating that about half of the respondents (1 in 2) feel that their opportunities to think for themselves are naturally decreasing.

 Pokémon Co., Ltd. has long been providing content that can be enjoyed from new perspectives without being bound by the conventional framework of games. Our goal is to help people change the basic actions and behaviors of their daily lives into something more fulfilling through the power of entertainment. The survey revealed that while the development of technology has made life more convenient, many people feel that the ease with which they can receive information has made them more passive and reduced their opportunities to think for themselves. The newly released "Pokémon Friends" will provide many "mechanisms to enjoy thinking" naturally as a game while utilizing technology, so that players can nurture their thinking ability through thinking, devising and challenging themselves. We hope to provide an experience that makes thinking itself enjoyable.

Survey Summary
A survey of lifestyle behaviors and attitudes that we tend to do that reduce our opportunities to think.

Survey Description : "Survey of lifestyle behaviors and attitudes that tend to reduce opportunities to think" that we tend to do.
Surveyed : 16 years old and older, 69 years old and younger
Survey area : Japan All over Japan
Survey period : June 2025 - July 2025
Number of persons surveyed : Approximately 600

*When using the results of this survey, please credit "Pokémon Research Inc.

About "Pokemon Friends

Product Information

Title: "Pokemon Friends
Genre: Brain-teasing, inspirational game
Number of players: 1
Supported languages: Japanese / English / Spanish / French / German / Italian / Chinese (Traditional) / Chinese (Simplified) / Korean * "Spanish" in this software is "European Spanish.

Smartphone version
Supported models : iOS/Android
Price: Free for basic play (with in-game charges)
Developed and marketed by Pokemon Co.

Nintendo Switch version
Compatible model : Nintendo Switch
 Can be played on both Nintendo Switch and Nintendo Switch 2.
 Nintendo Switch also includes Nintendo Switch (OLED model) and Nintendo Switch Lite.
Sales form : Download only
Sales Price : "Pokemon Friends" 1,400 yen (including tax)
       Pokemon Friends Collective Pack" 4,700 yen (including tax)
CERO : A
Sales : Nintendo Co.
Sales : Pokemon Co.

Official Site

https://www.pokemon-friends.jp

description of one's rights

©2025 Pokémon.
©1995-2025 Nintendo / Creatures Inc. / GAME FREAK inc.
Pocket Monsters, Pokémon and Pokémon are registered trademarks of Nintendo, Creatures and Game Freak.
The Nintendo Switch logo and Nintendo Switch are trademarks of Nintendo.

About Pokémon Inc.

Established for the purpose of Pokemon brand management. Today, the company produces all of these products, starting with the original "game," and including "card games," "animated TV shows and movies," "merchandise," "tie-up promotions," "events," and directly managed Pokémon Centers.