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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.


2021 ◽  
Vol 13 (4-2) ◽  
pp. 239-252
Author(s):  
Boris Lavrovskiy ◽  
◽  

The article is devoted to some aspects of card games, and the evolution of casinos in modern Russia. It is shown that in connection with criminalization and other negative phenomena, the gambling business was equated with “alcoholization of the population”. The problem of criminalization could not be solved, since casinos and slot machines migrated largely underground. The internet has become another loophole. In the mid-2000s, the loss of income from casinos to the state budget was a drop in the ocean. After 15 years, the situation has changed. Budget deficits of municipalities have become almost the norm, many subjects of the Federation have become chronic debtors. New non-trivial sources of state and municipal revenues are required. If, taking into account the pros and cons, it turns out to be possible to legalize the gambling business in the country, it should be based on new principles. Among them, locations far from cities, in regional centers, strict state control, a special (but not stifling) tax regime, no credits to players, and wide scale restrictions.


2021 ◽  
Vol 1 (2) ◽  
pp. 245-251
Author(s):  
Kaajal MODI

The project consisted of a series of collaborative online workshops between eight people from Knowle West, Bristol, Kent, and Colombia over August and September 2020 with expertise in different forms of animal and plant intelligence. These people ranged in age from 18-80 and included community activists, artists, and researchers with specialisms in spiders and ants, trees, fungi, butterflies and local wildlife, soil, coral, gardening, bees, dogs, birds, robotics, wearables, performance and visual arts. The group came together on the project to share knowledge, create principles for collaborating well across species and to begin exploring what could be made that would benefit humans, animals, plants and environments in more connected ways. The cards were inspired by, amongst other things, tarot and Brian Eno’s Oblique Strategy cards, as well as other types of card games (such as Cards Against Humanity) and creative inspiration techniques from artistic and design practices.


Author(s):  
Olatoye Mukaila Ayinde

Purpose: This study examined TPACK model as it relates to teacher’s knowledge categories such as methods of teaching subject matter (content knowledge) curriculum knowledge, knowledge about technology and pedagogical know-how etc. Approach/Methodology/Design: Conceptual analysis was discussed to establish content selection, performance procedure and problem-solving while designing an object-based game. Among the templates identified and used for Object-Based Game model are analog game model, managing learning procedure etc. The study adopted formative research in order to elucidate functional concepts and variables within the study. Findings: Games are repertoire of teaching aids and research paradigm which revolves philosophical learning theories and gaming processes. The quality of game developed depends on the qualifications; i.e. proficiency in mathematical theories and their interrelations to suit instructional concepts of game development and creative thinking abilities, pedagogical skills are required to identify learning pattern. There is a need to incorporate self-motivated experience scenes such as gaming, which characterize play and activity as being the young child’s most powerful tool in all areas of learning particularly Mathematics. Practical Implications: The study presents practical implications for teachers of mathematics. Contextualization helps learners to link new ideas to prior knowledge, and the proposed model in this study could be validated and applied in teaching mathematic concepts. Originality/value: The study adopted formative research in order to elucidate functional concepts and variables within the study. Technological Pedagogical and Content Knowledge (TPACK) object-based Mathematic card games model is designed as powerful and potential learning tools.


2021 ◽  
pp. bmjspcare-2021-003300
Author(s):  
Carla Silvia Fernandes ◽  
Marisa Lourenço ◽  
Belem Vale

BackgroundIn the context of palliative care, a new approach has been documented that allows for sensitive end-of-life conversations to be established through a game of cards.ObjectiveThis study aimed to identify the use of card games with patients in palliative care, assess self-reported satisfaction and synthesise findings on the effectiveness of its application.DesignWe performed an integrative review study. The studies were collected from five databases, with no time limit until February 2021: Medical Literature Analysis and Retrieval System Online, Cumulative Index to Nursing and Allied Health Literature, Psychology and Behavioral Sciences Collection, SCOPUS and Scientific Electronic Library Online. The inclusion criteria were studies describing the use of card games in adult patients undergoing palliative care, in which the authors performed some type of evaluation. The methodological evaluation of the studies was carried out using the different standardised assessment tools from the Joanna Brigg’s Institute.ResultsOf the 685 articles identified, 9 met the inclusion criteria. Regarding methodological aspects, 4 studies were quantitative, 4 mixed-method methodologies, and 1 was qualitative. Card games have been in use for the last decade. The use of card games not only allows for participation in the game without any inhibitions and with a high degree of satisfaction, but also allows for the discussion of sensitive topics related to the end of life, motivating participants to engage in advanced care planning behaviours.ConclusionOur findings suggest that using a card game to facilitate conversations with patients in palliative care is a useful and effective approach to discussing uncomfortable topics of death, dying and end-of-life care.


Author(s):  
Ahmad Arifin

<p><em>Reading is a communication process between the reader (al Qāri) and the writer (al Kātib) to understand the reading text and get the messages contained in it through words/written language that has a cognitive relationship (thinking) between spoken language and written language. However, learning al Qirāah taught in schools is very difficult to learn, tedious, and uninteresting. It can even make students feel afraid to read it. This research uses qualitative descriptive research, and the goal is to describe the models of card games in learning mahārah al Qirāah at State High School 5 Banjarmasin. Learning al Qirāah taught in schools is very difficult to learn, tedious and uninteresting, and can even make students feel afraid to read it. However, the results show that card game models are very motivating and increase the enthusiasm and passion of learning for students, make it easier for students to understand the material, and help the boring learning process become fun and exciting. Gaming models using the card in mahārah al Qirāah that can be used are the word card model, sentence card model, question and answer card model, answer complementary card model and pictorial mufradat card model.</em></p><p><em> </em></p><p><strong><em>Keywords</em></strong>: <em>Card Model</em><em>, Learning, Mahārah Al Qirāah</em></p><p> </p>


Author(s):  
Yushi Mura ◽  
Hiroki Wada

Abstract Quantum computers that process information by harnessing the remarkable power of quantum mechanics are increasingly being put to practical use. In the future, their impact will be felt in numerous fields, including in online casino games. This is one of the reasons why quantum gambling theory has garnered considerable attention. Studies have shown that the quantum gambling theory often yields nontrivial consequences that classical theory cannot interpret. We formulated blackjack game, which is one of the most famous card games, as a quantum game and found possible quantum entanglement between strategies. We also devised a quantum circuit reproducing classical blackjack. This circuit can be realized in the near future when quantum computers are commonplace. Furthermore, we showed that the player’s expectation increases compared to the classical game using quantum basic strategy, which is a quantum version of the popular basic strategy of blackjack.


2021 ◽  
Author(s):  
Rubens Anderson de S. Silva ◽  
Rossana M. C. Andrade
Keyword(s):  

Author(s):  
Jack Anthony Murray

The remediation of analog trading card games into digital platforms troubles notions of ownership and highlights the flows of capital through the ecologies of TCGs that previously relied on material artifacts. $2 is a digital trading card game that utilizes Non-Fungible Tokens to address concerns over ownership. However, in the wake of the sale of a $69 Million dollar NFT at Christie's art auction, crypto-art has been embroiled in discourse with respect to artist exploitation, environmental, and other concerns endemic to blockchain and cryptocurrency technologies. This paper examines the implications of NFTs in digital card games via the material histories of trading card games and the way digital TCGs accelerate the extraction of capital from player communities by bypassing traditional secondary markets. $2 proposes to solve these issues of ownership and assure players their cards will retain their value. However, the game relies on the continued existence of the publisher's platform, blockchain infrastructure, and player interest. The game also ignores how cards become valuable. Despite mimicking the artificial scarcity associated with TCGs, it does not take into account the impact metagame trends have on the value of cards. By looking at NFT implementations in games such as $2 we can identify several issues with the technology that might otherwise be overlooked in favor of more common critiques. This also highlights several implications remediation and adaptation herald for digital versions of analog games.


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