TOKYO – The Pokémon Company, in a joint effort with Wonderfy Inc., the developers behind the educational app “Think!Think!,” announced the release of its new brain-teasing puzzle game, Pokémon Friends, on July 22, 2025. The launch was accompanied by the release of a compelling study on the opportunities for critical thinking among modern Japanese citizens, revealing how the convenience of technological evolution is reshaping people’s cognitive habits.
目次
- 1 Information Gathering in the Smartphone Era: Youth Favor SNS, Older Generations Prefer News Apps
- 2 Generational Gap in Tech: 41% of Teens Use AI for Homework
- 3 Nearly 60% Spend Over an Hour on Aimless Social Media, a Trend Pronounced in Younger Demographics
- 4 Guilt Behind Efficiency? Half of Respondents Feel Tech Reduces Opportunities for Thinking
- 5 Making Thinking Fun: Introducing the New ‘Pokémon Friends’
- 6 ‘Pokémon Friends’ Product Information
Information Gathering in the Smartphone Era: Youth Favor SNS, Older Generations Prefer News Apps
According to the study, the most common method for information gathering via smartphones and PCs is “news sites and news apps,” accounting for 49% of respondents. This was followed by “social networking services (SNS)” at 30%.
A breakdown by age reveals differing trends. Younger demographics show a higher propensity to use SNS as their primary information source, while the use of news sites and apps increases with age. Furthermore, approximately 20% across all generations reported obtaining information from “videos,” indicating a diversification in how people consume information.
Generational Gap in Tech: 41% of Teens Use AI for Homework
The survey also delved into the usage of rapidly spreading AI chatbot technology. When asked, “Have you ever used AI for homework or assignments?” a striking 41% of teenagers responded affirmatively. This figure is a significant 31 percentage points higher than the next closest group, the 20s, highlighting the deep integration of AI among the youth and its practical application in academic settings.
Nearly 60% Spend Over an Hour on Aimless Social Media, a Trend Pronounced in Younger Demographics
The study addressed the phenomenon of passive screen time, with the question, “Do you ever find that time has passed without realizing it while aimlessly Browse SNS?” A majority, 59.5%, admitted to spending an average of one hour or more per day in this manner.
This trend is particularly pronounced among younger generations, with the percentage of those spending over an hour reaching 87% for teens and 83.3% for those in their 20s. Interestingly, the 40s age group had the highest percentage (9.3%) of respondents admitting to spending “more than 5 hours,” indicating that prolonged smartphone use is a challenge across various age groups.
A similar pattern was observed for aimless video consumption. More than half of the respondents in all age groups, except for those in their 60s, agreed with the statement, “I often find myself watching videos for longer than intended.” This figure soared to 72.2% among teenagers.
Guilt Behind Efficiency? Half of Respondents Feel Tech Reduces Opportunities for Thinking
Following these sessions of purposeless Browse, 58.2% of participants reported feeling “guilty or empty,” suggesting that a significant number experience negative emotions after such time expenditure.
Furthermore, when asked, “Do you feel that the evolution of technology has reduced your opportunities to think for yourself?” 49.8% responded with “I feel that way” or “I feel that way a little.” This reveals a stark reality: nearly one in two people feel that while they benefit from technology, their opportunities for independent thought are diminishing.
Making Thinking Fun: Introducing the New ‘Pokémon Friends’
The newly released Pokémon Friends was developed as a direct response to these modern challenges. As the study made clear, in today’s society where information is often passively received, many feel their chances to “think for themselves” are decreasing.
Described as a “brain-teasing puzzle game to limber up the mind,” the title aims to naturally cultivate thinking skills as players ponder, devise, and tackle challenges. By leveraging technology to provide numerous “mechanisms to enjoy the act of thinking,” Pokémon Friends seeks to reintroduce the joy of critical thought itself.
‘Pokémon Friends’ Product Information
- Title: Pokémon Friends
- Genre: Brain-teasing puzzle game
- Smartphone Version:
- Compatibility: iOS/Android
- Price: Free-to-play (with in-game purchases)
- Developer/Publisher: The Pokémon Company
- Nintendo Switch Version:
- Compatibility: Nintendo Switch / Nintendo Switch (OLED Model) / Nintendo Switch Lite
- Format: Digital Download Only
- Price:
- Pokémon Friends: ¥1,400 (tax included)
- Pokémon Friends All-in-One Pack: ¥4,700 (tax included)
- CERO Rating: A
- Publisher: Nintendo Co., Ltd.
- Developer: The Pokémon Company
- Official Website: https://www.pokemon-friends.jp
©2025 Pokémon. ©1995-2025 Nintendo / Creatures Inc. / GAME FREAK inc. Pokémon is a registered trademark of Nintendo, Creatures Inc., and GAME FREAK inc. Nintendo Switch is a trademark of Nintendo.