16 APR 2018 by ideonexus
There is No "Pokemon Gap"
While educators debated whether children learn to read best through drill-and-practice phonics or "whole language" instruction, Nintendo was, quite informally, teaching a generation of children how to read. Pokemon also taught children how to analyze and classify more than 700 different types of creatures through trading cards that were dense with specialized, technical, cross-referenced text. Gee would later call Pokemon "perhaps the best literacy curriculum ever conceived." He offered the o...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.
29 JUN 2013 by ideonexus
Yu-Gi-Oh! Mixes the Real with Fantasy.
Trading cards, Game Boys, and character merchandise create what
Anne Allison (2004) has called “pocket fantasies,” “digitized icons . . . that
children carry with them wherever they go,” and “that straddle the border
between phantasm and everyday life” (p. 42). The imagination of Yu-Gi-Oh!
pervades the everyday settings of childhood as it is channeled through these
portable and intimate media forms. These forms of play are one part of a
broader set of shifts toward intimate and po...Similar to Magic the Gathering, with the player being the real and the cards the fantasy.