Pokémon is a global franchise, founded in 1996, and it's become a huge part of popular and gaming culture ever since.
There have been films, a TV series, a trading card game, and over 20 different video games.
The Pokémon franchise includes the world's top-selling toy brand and even has its own theme park.
The main aim of players in the Pokémon universe is to find and capture as many Pokémon as possible.
This can be done by exploring different areas and trading with other players.
People fell in love with the idea of being able to collect their favourite Pokémon.
So, when Pokémon Go was created in 2016, there was no doubt that there was already a massive dedicated fanbase.
You might remember
that summer as the time hordes of people flooded local parks looking almost zombie-like in how they were fixated to their phones
while running around chasing invisible creatures.
This is what Pokémon Go did to people.
The location-based mobile game encouraged players to get up off their sofa and explore the real world around them by finding and catching their favourite Pokémon.
But there were questions about the release of yet another game in the franchise,
and Pokémon Go received some negative press.
Was this just going to be another addictive game?
With the location-based aspect put people in harm's way by encouraging them to concentrate on tracking down a virtual creature rather than paying attention to their surroundings?
Or could there be an upside?
Welcome to LSE IQ, the podcast where we ask social scientists and other experts to answer one intelligent question.
I'm Mike Wilkerson from the IQ team, where we work with academics to bring you the latest research and ideas.
Up until now, I've been mostly behind the scenes editing episodes,