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  • Writer's pictureAneesah Adat

Why is Whimsical Playing Cards Designed by Oksal Yesilok Important as an Artefact?

Playing cards were invented in Imperial China, cases have found that they can be dated to the early 19th century during the Tang Dynasty (618-907) (W. Gurney Banham, 2010). Whimsical playing cards were created by Okasal Yesilok from Istanbul, Turkey in 2016. The mode of the playing cards is 320 gr. In Maia Paper. The packaging is embossed with logo and design details and the edge of the cards is painted with fluorescent yellow to make them different from other cards that we see today. (Graphics & Products, Whimsical Playing Arts I — Oksal Yesilok, 2014)

These cards are intended for play as well as a collectible item for users. Users can also play any games which suit their desires. (OMC Design Studios, 2016)


The political and economic factors of the Whimsical Playing cards show us that the production of playing cards hold a political meaning, as the symbols tend to represent ideological beliefs in the large framework, in this case, Yeilok’s designed his own unique identification with the traditional symbols (Barnaby Rogerson, 2013) with the symbols of death, romance, health & wealth and war (Yesilok, 2016). Economically, the playing card market is increasingly expanding and is expected to increase by 9% from 2019 to 2025. (Grand View Research, Inc, 2019).

As there is an increase in technology, the card game industry is still growing, and playing cards can be a trend of taking a break from digital screens and emphasis on the face-to-face interface. Whimsical Playing cards are socially valuable because they allow people from different cultural backgrounds to play together and have fun, they can be a source of relaxation and stimulation as they have a positive impact on brain function for adults and children. (Grand View Research, Inc, 2019) (Robinson, 2020)

The Whimsical Playing cards use a matte grey, black and metallic Pantone which are considers more environmentally friendly and recyclable in comparison to metallic foil stamping, this allows a more luxurious and premium item while being environmentally conscious, allowing value due to the wider concern for unsustainable products in the future. (VeriVide Limited, 2018)

Although there are many beneficial contributions to the Whimsical Cards, there is an acknowledgment of gambling associations when it comes to playing cards due to the addiction that can lead from it, perhaps one found pleasure in gambling at their local casino, with having full control over how much they gamble, it could lead to a more serious condition with one losing control of their actions, thus paramount to an addiction. However, many people play purely for pleasure or as a contest for a skill (Liberty House, 2018).


Whimsical Playing Cards should be included in Artefact 2050 as this sort of product is seen as a creation of human interaction as well as an engagement with diverse types of cultures, essentially creating a universal language. Though there can be some disagreements with this artefact due to the unsustainable production, that can be seen as sustainable, however, the designer could potentially look into using specific ecological inks, for example, vegetable-based or reusing wasted inks to improve the product. However, the production of this specific playing card uses one-colour and includes hand-painted edges, leading it to be a green product.

Furthermore, by having this as an artefact we can learn about cultural norms and values in society, generally, traditional games form a fundamental part of a culture in that they provide communication for societal normalities, assist in the adaptation of group members and diverse background of people playing cards. Playing cards for children can often be linked to culture in the way that they live as well as gain skills needed as adults, for example, playing cards can improve brain function and prevent memory problems in the long-term. (Robinson, 2020). Playing cards have a significant role in enculturation.

There is still a lack of physical presence, because of digital games and apps when playing cards with others as it removes many constraints of space and time however, augmenting a blended reality something that is increasing because of the human interaction that we have and digital entertainment we have. Moreover, they are convenient as you can play with friends online or AI wherever you are, this, however, could make playing cards more valuable as an artefact as they highlight the social aspect physical of play, which with digital play there is a gap.

As a whole, I believe that this playing card designed by Oksal Yesilok has great value in terms of it holding a social aspect with the reference to a more digitalised lifestyle or a blended reality, like currently. In addition to the cultural diversity, throughout our lives in regards of cultural, race and ethical groups, which can then lead us to facilitate collaboration and co-operation.


References


Anderson, J. and Rainie, L. (2010). The future of social relations. [online] Pew Research Center: Internet, Science & Tech. Available at: https://www.pewresearch.org/internet/2010/07/02/the-future-of-social-relations-2/ [Accessed 23 Dec. 2020].

Barnaby Rogerson (2013). 4. The four suits of a pack of cards. [online] the Guardian. Available at: https://www.theguardian.com/books/booksblog/2013/dec/04/books-advent-calendar-4-four-card-suits [Accessed 22 Dec. 2020].

Grand View Research, Inc (2019). Playing Cards & Board Games Market Size Worth $21.56 Billion by 2025: Grand View Research, Inc. [online] Prnewswire.com. Available at: https://www.prnewswire.com/news-releases/playing-cards--board-games-market-size-worth-21-56-billion-by-2025-grand-view-research-inc-300934566.html [Accessed 3 Dec. 2020].

Graphics & Products, Whimsical Playing Arts I — Oksal Yesilok (2014). Oksal Yesilok | Graphics & Products. [online] Oksal Yesilok | Graphics & Products. Available at: https://www.oksalyesilok.com/wpa [Accessed 29 Nov. 2020].

Liberty House. (2018). Why Gambling Addiction is Bad - Liberty House. [online] Available at: https://www.libertyhouseclinic.co.uk/why-gambling-addiction-is-bad/ [Accessed 23 Dec. 2020].

OMC Design Studios (2016). Whimsical Playing Arts by Oksal Yesilok. [online] Adesignaward.com. Available at: https://competition.adesignaward.com/design.php?ID=52655 [Accessed 29 Nov. 2020].

VeriVide Limited. (2018). VeriVide Limited. (2018). [online] Available at: https://www.verivide.com/article/metallics-for-graphics-and-packaging-the-absolute-trend [Accessed 4 Dec. 2020].

Yesilok, O. (2016). Whimsical Playing Arts. Best of Behance. Available at: https://www.behance.net/gallery/36784187/Whimsical-Playing-Arts [Accessed 22 Dec. 2020].

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