Games and Card Systems
TCGs, CCGs, board-game cards, educational cards, brand interaction cards, mechanics, balance, rules, and player experience.
Open academic journal · Classroom submission lab · Design in play
A bilingual journal for games, cards, graphic design, fashion design, fashion marketing, and playable visual culture.
Bilingual Policy
We accept Chinese, English, and bilingual manuscripts or design case submissions. Students, designers, researchers, and independent creators may write in the language that best supports their project, evidence, and audience.
本刊接受中文、英文和中英双语稿件,也欢迎课堂项目、设计案例、视觉研究、服装项目和市场分析。
Submit in either languageScope
TCGs, CCGs, board-game cards, educational cards, brand interaction cards, mechanics, balance, rules, and player experience.
Card-face visuals, typography, information hierarchy, packaging, brand identity, posters, social media assets, and visual storytelling.
Fashion collections, character design, material boards, silhouettes, subcultural style, cosplay, collaborations, and wearable fan culture.
IP licensing, consumer insight, community marketing, retail display, resale markets, collecting economies, and brand strategy.
Course projects, process documentation, user testing, peer review, student reflection, and learning outcomes.
Player communities, tournaments, store cultures, platform circulation, local markets, cross-cultural reception, and design ethics.
Vol. 0 · Classroom-Friendly Founding Issue
The founding issue welcomes design students, teachers, players, designers, market observers, and independent writers. Research articles are welcome, as are visual projects, fashion projects, market cases, and reflective design process records.
View submission optionsManifesto v0.1
We believe cards are more than game components. They can be visual systems, character worlds, fashion signals, market media, and classroom research materials.
The journal publishes work across games, cards, graphic design, fashion design, fashion market management, and related cultural industries. Contributors do not need academic titles, and design projects do not need to disguise themselves as conventional papers. A submission matters when its question is clear, its material is grounded, and its process can be discussed.
Review is not a gatekeeping ritual. It is visible intellectual labor: critique, response, revision, design change, and publication record. For courses, the submission process itself becomes something students can learn from.
Assignments, design experiments, visual research, market analysis, and reflective notes can enter the editorial process.
Review can address research, sketches, prototypes, user feedback, iterations, visual logic, and market judgment.
Publishing power should not become purchasing power. Early issues are free for authors and readers.
Openness does not mean anything goes. Evidence, method, design rationale, market insight, and revision matter.
Open Review
Editors check whether the submission belongs to games, cards, graphics, fashion, markets, culture, or design education.
Teachers, peers, researchers, players, or practitioners submit signed comments on each article page. Editors verify submissions before publication.
Authors respond and revise research, visuals, prototypes, data, or design statements when needed.
The article or project, reviews, response, and revision log become part of the publication record.
Work may be versioned when design, markets, rules, or data change.
Open does not mean automatic publication. Advertising, impersonation, flooding, harassment, personal attacks, and exposed private information are rejected; relevant and responsible criticism is not removed for disagreement.
Articles
Call Open · Games and Cards
Research on TCGs, board-game cards, educational cards, brand interaction cards, rules, feedback, and prototypes.
Call Open · Graphic Design
Work on visual identity, layout, illustration style, packaging, posters, and social media communication.
Call Open · Fashion and Styling
Fashion collections, styling research, material boards, cosplay, licensed goods, and wearable fan culture.
Call Open · Market and Management
Brand collaborations, community marketing, retail display, resale markets, consumer profiles, and cross-cultural circulation.
Call Open · Classroom Submission Lab
Students may submit project statements, research process records, sketches, user feedback, iterations, and learning reflections.