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Pokémon GO: Are Brands Responsible for What Their Customers Do with Their Product?
By: Bulldog Reporter
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As you may have heard, Pokémon GO is kind of popular. According to TechCrunch, the game now has more active online users than Twitter, and a higher user engagement rate than Facebook.
when you bump into someone on the street playing Pokemon GO pic.twitter.com/7HwYKbxUAF

— Pokemon Go (@OmgPokemonGo) July 9, 2016

Oh, and 5.6% of all U.S. Android users are using the app regularly—put into context, the game is downloaded on more Android devices than Tinder.
Ayy my boy Oddish just came over! It’s about to be lit 🔥🔥🔥 #PokemonGOpic.twitter.com/DnduHQSFgZ

— Joel (@NobodyEpic) July 7, 2016

Rest assured media pick-up of the game has been astronomical—and the game hasn’t even officially been released worldwide. Since July 5th, Pokémon GO has acquired more than 100,000 online news mentions and nearly 60,000 mentions on blog sites.

The best part of this entire release? Nintendo and Niantic haven’t needed to put much effort into their PR strategy in terms of distribution—the power of nostalgia alone is enough to drive the whole campaign.  And though the game has generated hilarious moments and tweets across the net, the video game Goliath and developer haven’t done much in terms of issues management to try and discourage players from seemingly “unethical” behavior.


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This article was originally published on Bulldog Reporter. A link to the original post follows the article.

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