Inclusive Play
Magic Commander and Community Practice
Bringing virtuous play to untap, upkeep, draw
Description
Magic: The Gathering, considered to be the first collectible trading card game, was conceived by Richard Garfield in 1991 and commercially released by Wizards of the Coast in 1993. Since then, Magic has exerted profound influence on hobbyist board gaming through its distinctive and innovative mechanics and practices of collecting cards from periodic set releases and deckbuilding for competitive play. Originating in the Magic player community, the Commander format became popular for casual play and a more inclusive style of social play. Like games cultures more broadly, Magic has been characterized by oppressions that exclude marginalized people.
Drawing on his research of the player community at his local game store in Brisbane, Australia; interviews with Sheldon Menery and members of the Commander Rules Committee and Advisory Group; and research in the field of game studies, John Banks considers how games like Commander can be approached and played more inclusively. Banks argues that there is an ethical dimension to how players approach inclusion. While not all games or communities embody inclusivity, Commander play has integral practices that exemplify virtuous play: an ethic of play rooted in respect, care, and community. Inclusive Play shows that games such as Commander are culturally significant as they provide opportunity for meaningful inclusive cultural change.
John Banks is Associate Professor in the School of Communication in the Faculty of Creative Industries, Education and Social Justice at Queensland University of Technology.