Procedia - Social and Behavioral Sciences · 2012 · 24 citations · 7 references
Collectible Card GamesCognitive ScienceLearning SciencesGame TheoryDesignDesign ThinkingEducationSimulation Video GameMulti-player CcgCcgs Stimulate CreativityComputer ScienceGame StudyGamesArtsEducational GameGeneral Game PlayingGame DesignDigital Learning
This paper will present powerful aspects of collectible card games (CCGs) and what these games might bring to a learning ecology by examining how CCGs stimulate creativity, cognition, and logical reasoning, and how these elements could aid players synthesizing knowledge, and develop skills that might be difficult to teach in a classroom setting. We will also present some key findings and implications of a survey study about CCGs that we conducted with players of a multi-player CCG (N = 365), Vampire the Eternal Struggle (VTES). We will conclude with recommendations for future studies on this topic.
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