Gaming takes virtual trading cards to the next promo level
With so many things vying for top-of-mind status in the kids world, promotional efforts aimed at this demo must key into activities that already have kids hooked. That's why collectibility and trading defined the first phase of digital trading card efforts in the late '90s, and why gaming applications are at the heart of phase-two plans that have been tabled by market leaders Cartoon Network and Nickelodeon.
January 8, 2003










