scholarly journals A Conservative Metric of Power Creep

2022 ◽  
pp. 155541202110508
Author(s):  
Daniel Sumner Magruder

Collectible card games are taking up more space in popular culture with traditional paper card games even embracing e-sports. However, longevity in such games is not as common, with some suspecting power creep as a culprit behind why some of these games fail. Yet, Magic: the Gathering has not just survived but thrived for over 25 years with the game’s designers publicly stating their aim to keep curbing power creep. Therefore, it is of interest to determine the rate of power creep in the game. Herein, we formally define a conservative metric power creep and calculate its occurrence in the game of Magic: the Gathering. Although having an increasing rate, power creep appears low with an average of 1.56 strictly better card faces released per year.

PLoS ONE ◽  
2021 ◽  
Vol 16 (4) ◽  
pp. e0247855
Author(s):  
David Zendle ◽  
Lukasz Walasek ◽  
Paul Cairns ◽  
Rachel Meyer ◽  
Aaron Drummond

Loot boxes are digital containers of randomised rewards present in some video games which are often purchasable for real world money. Recently, concerns have been raised that loot boxes might approximate traditional gambling activities, and that people with gambling problems have been shown to spend more on loot boxes than peers without gambling problems. Some argue that the regulation of loot boxes as gambling-like mechanics is inappropriate because similar activities which also bear striking similarities to traditional forms of gambling, such as collectable card games, are not subject to such regulations. Players of collectible card games often buy sealed physical packs of cards, and these ‘booster packs’ share many formal similarities with loot boxes. However, not everything which appears similar to gambling requires regulation. Here, in a large sample of collectible card game players (n = 726), we show no statistically significant link between in real-world store spending on physical booster and problem gambling (p = 0.110, η2 = 0.004), and a trivial in magnitude relationship between spending on booster packs in online stores and problem gambling (p = 0.035, η2 = 0.008). Follow-up equivalence tests using the TOST procedure rejected the hypothesis that either of these effects was of practical importance (η2 > 0.04). Thus, although collectable card game booster packs, like loot boxes, share structural similarities with gambling, it appears that they may not be linked to problem gambling in the same way as loot boxes. We discuss potential reasons for these differences. Decisions regarding regulation of activities which share structural features with traditional forms of gambling should be made on the basis of definitional criteria as well as whether people with gambling problems purchase such items at a higher rate than peers with no gambling problems. Our research suggests that there is currently little evidence to support the regulation of collectable card games.


2013 ◽  
Vol 5 (11) ◽  
pp. 792-797
Author(s):  
Sujarittanonta Lavanchawee

Games-playing has historically been a form of leisure that is social and interactive in nature. As such, notwithstanding the dangers associated with gambling which may also be linked to games-playing, games have been considered a generally worthwhile activity which may have positive behavioral and educational externalities. However, in the age of advanced capitalism, games-playing has become subject to intensive marketing and advertising to promote consumption, particularly among young people who may have the time to play and some disposable income to invest in new games. One question this raises is the extent to which traditional games-playing modes and styles been affected by such marketing. This paper reports on research with a sample of Taiwanese undergraduate students investigating their consumption of games, the extent to which they use games to interact with other people and the changes of behavior with respect to games culture in recent years. A particular focus on the collectible card games segment of the gaming industry lends some focus to the findings described.


2009 ◽  
Vol 2 ◽  
Author(s):  
Joe Bisz

Collectible card games (CCGs) are at the midpoint of the spectrum of game playing: half game, half story. An examination of a CCG based on Tolkien's Middle-earth illustrates the ways in which fans of the story have changed the game, especially in removing the focus on winning.


2012 ◽  
Vol 46 ◽  
pp. 3701-3705 ◽  
Author(s):  
Selen Turkay ◽  
Sonam Adinolf ◽  
Devayani Tirthali

Author(s):  
Zhengxing Chen ◽  
Christopher Amato ◽  
Truong-Huy D. Nguyen ◽  
Seth Cooper ◽  
Yizhou Sun ◽  
...  

2017 ◽  
Vol 12 (1) ◽  
pp. 2
Author(s):  
Teresa Slobuski ◽  
Diane Robson ◽  
PJ Bentley

Abstract Objective – The purpose of this study is to explore collection development, cataloguing, processing, and circulation practices for tabletop game collections in libraries. This study used the term “tabletop games” to refer to the array of game styles that are played in real-world, social settings, such as board games, dice and card games, collectible card games, and role-playing games. Methods – An online survey regarding tabletop games in libraries was developed with input from academic, public, and school librarians. Participants were recruited utilizing a snowball sampling technique involving electronic outlets and discussion lists used by librarians in school, public, and academic libraries. Results – One hundred nineteen libraries answered the survey. The results show that tabletop games have a presence in libraries, but practices vary in regard to collection development, cataloguing, processing, and circulation. Conclusion – Results indicate that libraries are somewhat fragmented in their procedures for tabletop collections. Libraries can benefit from better understanding how others acquire, process, and use these collections. Although they are different to other library collections, tabletop games do not suffer from extensive loss and bibliographic records are becoming more available. Best practices and guidance are still needed to fully integrate games into libraries and to help librarians feel comfortable piloting their own tabletop collections.


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