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 gameplaying: 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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