The Pokémon Company is making a significant investment, amounting to millions of dollars, into creating immersive attractions that bring the Pokémon universe to life in physical spaces. One of the most notable projects is PokéPark KANTO, set to open in February 2026 at Yomiuriland, an amusement park located in Tokyo’s Tama Hills. This will be the first-ever permanent outdoor Pokémon attraction, covering over 26,000 square meters and offering visitors a chance to explore themed areas such as Pokémon Forest, Trainers’ Market, Gym, and Battle Court[1].
PokéPark KANTO is designed to immerse visitors in the Pokémon world by allowing them to interact with more than 600 Pokémon characters. For example, Pokémon Forest features a 500-meter walking trail through natural terrain where visitors can observe Pokémon gestures and expressions, including the iconic Pikachu. Sedge Town within the park includes a Pokémon Center, a familiar location from the games where players traditionally recover their Pokémon, as well as attractions like Pika Pika Paradise and a merry-go-round called Vee Vee Voyage featuring Eevee and friends. The town also hosts parades and offers a variety of Pokémon merchandise and themed food and drinks[1].
This investment reflects a broader trend in the entertainment industry where gaming companies leverage their intellectual properties to create highly engaging, gamified experiences in physical spaces. Similar to Universal Studios’ Super Nintendo World, which uses technology like Power-Up Bands to blend traditional theme park experiences with interactive gaming elements, The Pokémon Company’s approach aims to deepen fan engagement by combining immersive environments with interactive storytelling and merchandise[2].
The focus on superfans is a strategic choice. These dedicated fans act as critical tastemakers and influencers who can amplify the success of such attractions through social media and word-of-mouth. Their enthusiasm and feedback help shape the ongoing development and refinement of these experiences, ensuring they remain commercially successful and culturally relevant[3].
While the primary appeal of these attractions is entertainment and escapism, it is worth noting that immersive environments like these can also have positive psychological effects. Engaging in playful, interactive experiences can reduce stress and promote social interaction, which are beneficial for mental well-being. Although specific medical studies on Pokémon-themed parks are not yet available, research on immersive and gamified environments generally supports their potential to enhance mood and cognitive engagement, especially when they encourage physical activity and social connection.
In summary, The Pokémon Company’s multi-million-dollar investment in immersive attractions such as PokéPark KANTO represents a major step in expanding the Pokémon brand beyond video games and media into real-world experiences. By combining natural settings, interactive elements, and fan-focused design, these attractions aim to create memorable, engaging environments that appeal to both superfans and casual visitors alike.


