Technology both stimulates and is simultaneously stimulated by people and society. As a classic example, games have shaped and have been shaped by people's preferences. Today, online computer games are roaming everywhere, attracting and connecting players all over the world. However, at the same time, a lesser form of technology has emerged alongside of online computer games. It is known as trading card games (TCGs). Surprisingly, TCGs have been able to compete on same level as online computer games. Looking at my past experiences, I offered a theory that encompasses three forms of social interactions to explain for TCGs' success. The three types of interactions are: interaction of identities, interaction of interests, and interaction of influences. Interaction of identities is the constant interchange of player information and knowledge through different mediums. Interaction of interests involves the exchange and quality of the tangible and intangible. Interaction of influences deals with the fluid flow of communication and ideas that players use to change an outcome, however consciously or unconsciously done. Not one of these three factors of interactions act along; each is a part of a grand picture of interaction of interactions. Altogether, these factors explain, at least in part, the current popularity of trading card games as a relatively simple technology in a society with a plethora of technologically advanced entertainments and games such as virtual computer gaming. A web-based survey was devised to further examine the effects of the three forms of interactions have on online computer game and trading card game players. The results were consistent with the premises of the three-factor interaction theory.