29 JUN 2013 by ideonexus

 The Hypersociality of Collectible Card Games

Yu-Gi-Oh! demonstrates how pervasive media technologies in everyday settings integrate the imagination into a wider range of sites of social activity. Far from the shut-in behavior that gave rise to the most familiar forms of antimedia rhetoric, this media mix of children’s popular culture is wired, extroverted, and hypersocial, reflecting forms of sociality augmented by dense sets of technologies, signifiers, and systems of exchange. David Buckingham and Julian Sefton-Green (2004) have arg...
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CCGs are a very social game, involving not just game play but trading, bargaining, getting out to find cards, etc.

19 JAN 2013 by ideonexus


In every economic transaction there is a willing buyer and a willing seller. and they agree on a price that benefits both. But there are spillover effects in many economic transactions—costs and/or benefits that are transferred to third parties. Friedman called these spillovers "neighborhood effects." Today, most economists call them "externalities. At their most basic, externalities don't have to involve buying and selling. If you smoke in a restaurant instead of stepping outside it's ea...
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Examples of externalities, public side-effects, good and bad, of our personal actions that impact the commons.