Collectible or Trading Card Games (CCGs or TCGs) are enormously popular. They achieve numbers of players normally associated with online digital games. Yet they are sparsely researched and rarely utilized in the growing field of games and learning. This paper aims to present the motivational and powerful aspects CCGs and start a discussion on what these games can potentially bring to a learning ecology. While doing so we will also present preliminary results from a mixed method survey study with a multiplayer CCG, Vampire the Eternal Struggle (V:TES).
A Discussion on Collectible Card Games
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https://doi.org/10.1184/R1/6686783.v1