The birth of a community, the death of the win: Player production of the Middle-earth Collectible Card Game

Joe Bisz

Abstract


Collectible card games (CCGs) are at the midpoint of the spectrum of game playing: half game, half story. An examination of a CCG based on Tolkien's Middle-earth illustrates the ways in which fans of the story have changed the game, especially in removing the focus on winning.

Keywords


Audience analysis; CCG; Fan community; MECCG; J. R. R. Tolkien

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DOI: http://dx.doi.org/10.3983/twc.2009.090

License URL: http://creativecommons.org/licenses/by/3.0/

Transformative Works and Cultures (TWC), ISSN 1941-2258, is an online-only Gold Open Access publication of the nonprofit Organization for Transformative Works. TWC is a member of DOAJ. Contact the Editor with questions.