%0 Journal Article %T Trading Card Games as a Social Learning Tool %A Lenarcic %A John %A Mackay-Scollay %A James %J Australian Journal of Emerging Technologies and Society %D 2005 %I %X A philosophical meditation is presented in essay form on the trading card game as an analogue relic in a digital age. Its origins in the role-playing game Dungeons and Dragons are explored and the pastime¡¯s subsequent rise to cult status in contemporary entertainment culture is delineated. Threats to the ongoing sustainability of the phenomenon are also contemplated. An outline of the operational mechanics of a generic trading card game is delivered, using Magic: The Gathering as a specific example. The positive societal impact of habitual game interactions and associated customs are encapsulated, with respect to pedagogic and other related matters. %K Trading card games %K social learning environments %U http://www.swinburne.edu.au/sbs/ajets/journal/V3N2/pdf/V3N2-1-Lenarcic.pdf