In my chapter Spoiling the Future Metagame: The Promotional Logic and Reception of Card Previews in Magic: The Gathering, I analyze the promotional function of card previews for the 2020 Q2 set Ikoria: Lair of Behemoths. The findings suggest that the promotional logic is closely connected to
the game’s business model and that cards that are likely to have higher
prices on secondary markets due to artificial scarcity such as rares and mythic rares are given more attention during the preview period. On the other hand, most of the so-called common
cards were revealed at the tail end of the promotional campaign in one
big batch. The publisher and content creators all benefit from hyping up
the upcoming cards. This increases the interest in strategy content as
well as drives pre-order prices before the cards could have been
properly tested in play. The chapter also explores metagaming
discussions by players, which are sparked by the card previews and allow
fans to theorycraft and hypothesize about new decks and strategies
before the metagame settles again.
- analog game studies (6)
- bioware (2)
- errata (2)
- magic the gathering (4)
- mass effect (2)
- microtransactions (2)
- paratextuality (5)
- patch (3)
- platform studies (2)
- production studies (7)
- screenshot (1)
- trailer analysis (5)
- voice acting (3)
2023/08/12
Spoiling the Future Metagame: The Promotional Logic and Reception of Card Previews in Magic: The Gathering
2022/07/02
Mediatization of Tabletop Role-Playing: The Intertwined Cases of Critical Role and D&D Beyond
The journal Convergence has just published my article Mediatization of Tabletop Role-Playing: The Intertwined Cases of Critical Role and D&D Beyond. The article explores the impact of Critical Role (a weekly show on Twitch where voice actors, including Laura Bailey, Ashley Johnson, or Matthew Mercer, play Dungeons & Dragons) and digital tools like D&D Beyond on the tabletop role-playing hobby and industry.
I argue that Critical Role
promotes in-person play with high-end physical accessories despite
being a mediated form of tabletop role-playing. Overall, the process of
mediatization of analog games, including D&D and Magic: The Gathering (see the article Mediatization of a Card game: Magic: The Gathering, Esports, and Streaming),
seems to follow the logic of addition by maintaining analog modes of
consumption alongside new digital and virtual ways of playing (and
watching). This multitude of playstyles is marked by extensive
commodification, ranging from physical accessories (miniatures, dice) to
digital subscriptions and virtual goods. These findings are based on a
quantitative analysis of Critical Role‘s
episode sponsorships and a qualitative analysis of embodied player
practices, including the use of physical accessories as well as D&D Beyond‘s digital character sheets (starting in 2018) by the cast members. Aside from advertising from TTRPG-related businesses, Critical Role
is regularly sponsored by video game companies, which sometimes
commission entire episodes. The show and its cast thus inhabits a unique
position between analog and video game industries, further showing the
complexity of the process of mediatization, which is anything but
straightforward.
2019/10/24
Mediatization of a Card Game: Magic: The Gathering, Esports, and Streaming
The journal Media, Culture & Society has recently published my article Mediatization of a card game: Magic: The Gathering, esports, and streaming. This piece explores the recent shift of the genre-defining trading card game towards esports. By analyzing Twitch streams, paratextual material, and online discussions in the period from September 2018 to March 2019, leading up to the first major tournament - The Mythic Invitational - played using the new digital adaptation Magic: The Gathering Arena, I show that this top-mediatization is a contested process with its own discontinuities and opposing forces. To a certain extent, the new competitive structure organized around esports-like league consisting of 32 top ranked players from the season 2018-2019 turned many of these selected professional players into advocates of this transition, although not all of the changes were welcomed by the community. The "legacy" ways of playing - the tabletop version and older digital adaption Magic: The Gathering Online - remain supported, but Arena is central to the new stage of the game both for competitive and more casual audiences. Furthermore, the more mainstream interest in Magic: The Gathering draws attention to various long-standing issues in the player communities, such as the often uncontested notions of meritocracy and the lack of diversity.2019/02/10
Analog Game Studies: Volume 3
Analog Game Studies is a bi-monthy journal for the research and critique of analog games. It defines analog games broadly and include work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more.
2016/06/22
Analog Game Studies: Volume I
Analog Game Studies is a bi-monthy journal for the research and critique of analog games. It defines analog games broadly and includes work on tabletop and live-action role-playing games, board games, card games, pervasive games, game-like performances, carnival games, experimental games, and more.
2014/12/02
Regarding Board Game Errata on Analog Game Studies
![]() |
| Mansion of Madness errata insert. |
Direct link: http://analoggamestudies.org/2014/12/regarding-board-game-errata/.



