Collectible Card Games (CCGs)

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Collectible card games (CCG), or trading cards games (TCG) combine the collection of trading cards with strategic deck building and gameplay. In 1993, Richard Garfield introduced Magic: The Gathering (Wizards of the Coast, 1995), a CCG, to the world. By 2008, the worldwide market for CCGs had grown to $2.1 billion and North American sales were estimated to be around $800 million (David-Marshall, van Dreunen, & Wang, 2010). The number of CCGs increases every year thanks to their low production cost, and popularity as part of the media mixes (Ito, 2005) for TV shows or massively multi player online games such as World of Warcraft.



The line of research studies related to this project aims to uncover motivational aspects of CCGs, learning potential with CCGs. My recent study also looked at the social aspect of a CCG called Vampire the Eternal Struggle (Vtes) and how players have been making effort to keep the game alive after the company stopped publishing new cards and supporting the community

here is a presentation video related to my CCG research: