lowkey kinda resent the rotom phone cuz like we used to get Gadgets. Doodads. Gizmos even. and now it's just that damn ass phone
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lowkey kinda resent the rotom phone cuz like we used to get Gadgets. Doodads. Gizmos even. and now it's just that damn ass phone

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Pokemon Card of the Day #2940: PokeNav (Celestial Storm)
PokeNav was an Item that returned after being released all the way back in the Ruby & Sapphire set 15 years before. The effect had you look at the top 3 cards of your deck. You could reveal a Pokemon or Energy card found there and put it into your hand. Only digging through the first 3 cards made this pretty unreliable without some help, and it wasn't very common. The main place it had use was with decks using Magcargo, which could use an Ability to put the card you wanted on top of your deck so you could fetch it with PokeNav. Getting the right Energy (including Special Energy) or Pokemon was pretty cool. It was worth considering this with Magcargo in your deck and generally safe to ignore otherwise.
Max? How are you handling your PokéNav?
Max: I’m handling it pretty well. Better than when I accidentally spilt orange juice on it.
Pokemon World Tech HCs
This section's main focus is on the Holo Caster, but other devices are touched on for a bit. If y'all want more, such as tech HCs per region or the top games/social media in the Pokemon World, let me know!
1. Commerical Holo caster models are snooped on, as is the canon. Flare Holo caster models are subject to even more surveillance - can't risk an information leak.
2. Flare Holo caster models look identical to commerical models. While the model number is the same on the outside (LLXXXX-YY*), on the inside of the case there's an additional model identifier with the true model number (LFLXXXX-YY*). They have the same capabilities as normal Holo casters, even though members are highly discouraged from mixing business and pleasure on the devices.
3. Flare models have a seeming duplicate of the system's built in messaging protocols, but with a slightly color tinted icon that's almost unnoticeable. These apps are actually versions with enhanced security that can only message/call/Holo call other Flare devices. These have stronger encryption than the weak standards the default apps use, but Flare's servers still have all the decryption keys locked away in the most secure part of their servers. The apps can be identified as Flare versions not only with the recolored logos, but the fact that (1) it takes a troubleshooting command line prompt to create shortcuts to them and (2) the flare logo is faintly visible in the background of the privacy policy, which is otherwise the regular privacy policy.
4. Flare models have a built in hardware based tracker, but its operations are encrypted with even higher security than the messaging - an algorithm made entirely in-house and not used outside Flare. Flare members can use a special sequence of button presses to send an SOS to HQ, or if the holo caster loses connection for more than 5 seconds, an automatic SOS will be sent out. ManualSOSes are taken more seriously than AutoSOSes, unless the device in question fails to regain connection after 15 minutes, in which its AutoSOS is upgraded to a HighAutoSOS and given the same priority as a ManualSOS.
5. Lysandre Labs's AppMarket for the Holo Caster is similar to the App Store or Google Play, and very selective about the messaging apps it includes. It refuses to accept encrypted messaging beyond a certain low level because "malicious actors might hide their crimes with it." Hypocrite much?
6. For that reason, Lysandre Labs can and will remotely brick devices that are jailbroken, unless they are Flare devices or registered to developers that are testing their apps.
7. After Flare and its surveillance programs are outed, not only do Lysandre Labs and the Holo Caster get abandoned by the general public, holograms in general get abandoned because they now are associated with Team Flare and their thwarted genocidal plans. As many naysayers predicted, holograms ended up being a fad after all, but for reasons worse than anyone could imagine. This leads devices like the Poketch and the PokeNav to compete for the market in Kalos as well as retake the market in their home regions. The fragmented market after the fall of Lysandre Labs is why the Universal Device Number system, very similar to cellphone numbers, was developed by Bill, previously known for developing the PC Box System. The UDNS allows compatibility between any participating devices (such as Pokenavs and Poketches) for calling, texting, video chat, and even gameplay. The Pokemon world's inuniverse equivalent to Pokemon Showdown uses the UDNS, for example.
* - about the Holo Caster model numbers: LL = Lysandre Labs. XXXX = model number. YY = year of manufacture, useful in the event of recalls. LFL = Lysandre Flare Labs.

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FOMO, Technology, and Pokémon
Whether it is the Pokégear, PokéNav, PokéNav Plus, Pokétch, Holo Caster, C-Gear or the Pokédex; technology has been intertwined in the Pokémon trainer’s journey. The degree of involvement of technology and connectedness in the Pokémon games and anime certainly started out ahead of the real world, but we have seen an explosion of the ‘internet of things’ and people are living more connected lives than ever before. However, with this advancement some difficulties relating to mental health have emerged.
While it is standard assumption that individuals are spending too much time connected to their various devices, it is important to examine the actual numbers. Â According to the Pew Internet & American Life Project (2010), approximately 39% of individuals ages 14-17 are connected online multiple times throughout the day. Â The average adolescent owns 3.5 devices (i.e., cell phones, mp3 players, tablets, gaming devices, etc.), whereas the average adult owns just less than 3 devices. Â As to what people are doing with these devices, there seems to be a decrease in overall use of blogging by teens though blogging has remained stable in adults. Among teens with internet access, 73% maintain a social media presence, a compared to 47% of adults. Â General internet use is at 93% in individuals ages 12 to 29, though in the entire adult population of individuals 18 and older, internet usage is at 74%. The average adolescent is estimated to spend 6.5 hours per day involved with a media-connected device (Feldman, 2011).
There is some suggestion that this level of technological involvement leads to specific problems. Â While a degree of the alarm over media usage may be a result of a shift in cultural values from the unconnected world to the connected one, there is research identifying areas where poor integration of these technologies and media are cause for concern. Â This research covers a variety of areas of media use; and what follows is only a small section of the data available.
In a world that is always connected, communications and notifications do not need pause for sleep. Unsurprisingly, individuals who spent more time connecting during their typical sleep times and were more likely to check their notifications reported significantly worsened satisfaction with and greater disruption of their sleep (Murdock, Horissian, & Crichlow-Ball, 2017).
Increased connectivity and the near-ubiquity of social networking has brought with it greater opportunities for negative interactions and bullying has emerged as a significant concern in an environment often without adequate monitoring. Â Cyberbullying can result in depression, anxiety, peer isolation, and suicide (O'Keeffe & Clarke-Pearson, 2011).
With regard to specific mental health concerns, there appears to be a correlation between high use of media-enabled devices and mental health symptoms. Â As these devices become more involved with our lives, there is evidence to show that removal of said devices from those most often using them can trigger anxiety. Â When an individual who maintains a high level of uses of these devices has their device removed from their possession, they tend to experience an escalating pattern of anxiety, even when only deprived of their device for 20 minutes (Cheever, Rosen, Carrier, & Chavez, 2014). Â Individuals who experience this sort of anxiety also seem to be at greater risk for specific mental health diagnoses. Â A study by Rosen, Whaling, Rab, Carrier, and Cheever (2013), found that Facebook use was associated with bipolar symptoms and a greater presence of symptoms of personality disorders, especially narcissistic personality disorder and histrionic personality disorder. Â Overall amount of time online was linked to increased depressive symptoms. Â This research did not find any connection with playing video games, using technology for work/education, using messenger services, or using email and specific mental health diagnoses.
This is not to say that this connectivity is an altogether bad thing:  there are benefits from this degree of connectivity.  Just as the various technological devices Pokémon trainers have utilized work to make themselves better trainers; the use of social media, the internet, and connectedness can help people in significant ways.  This high degree of connectivity can lead to more frequent communication and better socialization.  Access to the internet makes available opportunities for learning beyond what is taught in the classroom.  While the quality of information on the internet can be suspect, the internet can provide a breadth of knowledge otherwise unobtainable without significant expense.  Health information that an individual might feel uncomfortable discussing with others, even their primary care physician, can be obtained (O'Keeffe & Clarke-Pearson, 2011).
Having a higher number of Facebook friends is associated with decreased depressive symptoms. Â It is believed that this may be to do with the ability of social media connect people that can then be used as social support when individuals experience depression. Â In other words, people who are depressed and have a high number of Facebook friends will always have someone to talk to when they feel low (Rosen, Whaling, Rab, Carrier, & Cheever, 2013).
As real life catches up to its Pokémon counterpart, there’s a chance that we will also develop the wisdom to integrate technology in our lives in a way that allows us to live better, more meaningful ways; and without the mental health pitfalls that currently intertwine with technology/media use.  In the world of Pokémon, technology is used alongside getting out into the world, connecting with other people, and gaining new information.  Based upon the above-research, it is important to note that some of the negative effects of device/media use can be avoided and the positive effects increased.  As such, those living in the modern world would benefit from protecting their sleep from digital intrusions, using social media to build friendships, applying connectivity to knowledge development, and working to maintain moderate-to-low usage habits.
Works Cited:
Cheever, N. A., Rosen, L. D., Carrier, L. M., & Chavez, A. (2014). Â Out of sight is not out of mind: The impact of restricting wireless mobile device use on anxiety levels among low, moderate and high users. Â Computers in Human Behavior, 37, 290-297.
Feldman, R. S. (2011). Child Development (Sixth Edition) Prentice Hall. Â New York.
Murdock, K. K., Horissian, M., & Crichlow-Ball, C. (2017).  Emerging adults’ text message use and sleep characteristics: A multimethod, naturalistic study.  Behavioral Sleep Medicine, 15, 228-241.
O'Keeffe, G. S. & Clarke-Pearson, K. (2011).  Clinical report – The impact of social media on children, adolescents, and families.  Pediatrics, 127, 800-804.
Pew Internet & American Life Project (2010). Â Social media & mobile internet use among teens and young adults. Â Retrieved from http://www.pewinternet.org/files/old-media/Files/Reports/2010/PIP_Social_Media_and_Young_Adults_Report_Final_with_toplines.pdf
Rosen, L. D., Whaling, K., Rab, S., Carrier, L. M., & Cheever, N. A. (2013).  Is Facebook creating ‘‘iDisorders’’? The link between clinical symptoms of psychiatric disorders and technology use, attitudes and anxiety. Computers in Human Behavior, 29, 1243-1254.
Watching a loong essay about Serial Experiments Lain, and it's kind of funny how there may or may not be a couple loose references to it in Pokémon gen 3. I'm mainly thinking of the Navi, since we have the Pokémon Navigator/Pokenav (but its name could just have been lifted, just like the other, from the Knowledge Navigator); also, in Pokémon Colosseum, the little kid hackers can't help but remind me of the elementary schoolers that chilled in Cyberia. This latter one feels very possible.
Hey so I made a Pokemon Communication Devices tier list (which you can make one of your own here)
Explanations for my ratings under the cut.