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...CCGs are a very social game, involving not just game play but trading, bargaining, getting out to find cards, etc.