Sign in to use this feature.

Years

Between: -

Subjects

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Journals

Article Types

Countries / Regions

Search Results (6)

Search Parameters:
Keywords = trading card games

Order results
Result details
Results per page
Select all
Export citation of selected articles as:
17 pages, 2971 KiB  
Article
An Educational Trading Card Game for a Medical Immunology Course
by Vincent Singleton, Ciara Bordeaux, Emma Ferguson and Tyler Bland
Educ. Sci. 2025, 15(6), 768; https://doi.org/10.3390/educsci15060768 - 17 Jun 2025
Viewed by 413
Abstract
Medical students face cognitive overload and disengagement due to the rigorous demands of their education. This study evaluates the impact of Medimon Learning Cards, a mnemonic-based trading card game, on engagement, satisfaction, and knowledge retention among students in a medical immunology course. These [...] Read more.
Medical students face cognitive overload and disengagement due to the rigorous demands of their education. This study evaluates the impact of Medimon Learning Cards, a mnemonic-based trading card game, on engagement, satisfaction, and knowledge retention among students in a medical immunology course. These cards incorporate visual and linguistic mnemonics, coupled with strategic gameplay, to create an interactive learning experience. This study was conducted on 39 first-year medical students enrolled in an immunology course, divided into experimental Learning Card and control groups. The Learning Card group received the Medimon Learning Cards and participated in a structured play session, while both groups received identical in-class instruction. The results from the Situational Interest Survey for Multimedia revealed high engagement and satisfaction among the Learning Card group, with students expressing enthusiasm for expanding the scope of the cards to other topics. However, no significant differences were observed in knowledge retention or exam performance between the groups. These findings suggest that Medimon Learning Cards can serve as a valuable supplementary tool with which to enhance motivation and interest, though their impact on cognitive outcomes requires further investigation. These findings suggest that incorporating mnemonic-based card games such as Medimon Learning Cards can enhance learner motivation and interest, although their impact on cognitive outcomes warrants further study. Full article
(This article belongs to the Special Issue Triggering Motivation through Play and Curiosity)
Show Figures

Figure 1

23 pages, 5594 KiB  
Article
Securing Trading Card Game Assets Using Blockchain Technology
by Maciej Rak and Marcin Niemiec
Appl. Sci. 2024, 14(23), 11139; https://doi.org/10.3390/app142311139 - 29 Nov 2024
Viewed by 1476
Abstract
Physical Trading Card Games (TCGs) face inherent challenges, including vulnerability to theft, damage, and counterfeiting. Trading systems primarily depend on third-party marketplaces that collect fees from each trade, without benefiting the game developers. Players also deal with problems associated with shipping, such as [...] Read more.
Physical Trading Card Games (TCGs) face inherent challenges, including vulnerability to theft, damage, and counterfeiting. Trading systems primarily depend on third-party marketplaces that collect fees from each trade, without benefiting the game developers. Players also deal with problems associated with shipping, such as high prices, long shipping times, and the risk of counterfeit goods. This paper introduces a blockchain-based solution that decouples card ownership from the physical media, which represents ownership with secure and verifiable digital tokens. The system leverages Ethereum Virtual Machine (EVM), the ERC-1155 standard, and InterPlanetary File System (IPFS) storage, ensuring flexibility, scalability, and cost-efficiency. The adoption of the lazy minting technique minimizes upfront costs for game developers by creating tokens only when acquired by end users. Physical representations of such digital goods can be printed on demand as they remain only a game accessory. The system also provides low-cost exchanges, significantly reducing the financial and logistical burdens associated with the trading of physical assets. Finally, the protocol empowers developers to monetize secondary markets through transaction fees. This approach addresses the limitations of physical card systems and also unlocks new opportunities for innovation and revenue in the TCG ecosystem. Full article
(This article belongs to the Collection Innovation in Information Security)
Show Figures

Figure 1

16 pages, 7718 KiB  
Article
Sacralizing the Playful Secular: The Deity of Karuta-Gambling at the Nose Kannon Hall in Sannohe, Aomori
by Mew Lingjun Jiang
Arts 2024, 13(1), 27; https://doi.org/10.3390/arts13010027 - 4 Feb 2024
Viewed by 3129
Abstract
In a faraway apple orchard in Sannohe, a small town in Japan’s Aomori Prefecture, a zushi miniature wooden shrine at the Nose Kannon Hall caught the media’s attention with its unique adornment—the karuta playing cards with European-inspired abstract designs in bold red and [...] Read more.
In a faraway apple orchard in Sannohe, a small town in Japan’s Aomori Prefecture, a zushi miniature wooden shrine at the Nose Kannon Hall caught the media’s attention with its unique adornment—the karuta playing cards with European-inspired abstract designs in bold red and black colors that were used during the early modern period for pastime and gambling. Because of this decoration, the Nose Kannon Hall is known by locals as the Karuta Hall, and the zushi that enshrines the Buddhist deity Bodhisattva Shō-Kanzeon is also believed to be the home of bakuchi no kamisama “the kami deity of gambling”. Little is known about the nature of devotion to this bakuchi no kamisama or how the playing cards that were used for frivolous games came to be sacralized as items worthy to be used as decoration of a Buddhist shrine. This article considers the slippage between prayer and play in the regional Buddhist devotion by focusing on the Nose Kannon Hall, which presided at a key intersection along the northern trade route where the local community and outside visitors, such as pilgrims and traders, converged, especially during the Edo period (1603–1868). Marshaling historical records, televised interviews, and images provided by the town officials and guardian family of Nose Kannon Hall, I argue that the use of karuta playing cards on the miniature shrine at Nose Kannon Hall epitomizes a kind of localized early modern Shinto–Buddhist syncretism at the margins of the urban culture that is simultaneously devotional and tongue-in-cheek sacrilegious in a quintessentially Edo-esque way. Full article
(This article belongs to the Special Issue Japanese Buddhist Art of the 19th–21st Centuries)
Show Figures

Figure 1

25 pages, 9733 KiB  
Article
Blockchain-Powered Gaming: Bridging Entertainment with Serious Game Objectives
by Dimitrios Stamatakis, Dimitrios G. Kogias, Pericles Papadopoulos, Panagiotis A. Karkazis and Helen C. Leligou
Computers 2024, 13(1), 14; https://doi.org/10.3390/computers13010014 - 3 Jan 2024
Cited by 8 | Viewed by 7040
Abstract
The advancement and acceptance of new technologies often hinges on the level of understanding and trust among potential users. Blockchain technology, despite its broad applications across diverse sectors, is often met with skepticism due to a general lack of understanding and incidents of [...] Read more.
The advancement and acceptance of new technologies often hinges on the level of understanding and trust among potential users. Blockchain technology, despite its broad applications across diverse sectors, is often met with skepticism due to a general lack of understanding and incidents of illicit activities in the cryptocurrency domain. This study aims to demystify blockchain technology by providing an in-depth examination of its application in a novel blockchain-based card game, centered around renewable energy and sustainable resource management. This paper introduces a serious game that uses blockchain to enhance user interaction, ownership, and gameplay, demonstrating the technology’s potential to revolutionize the gaming industry. Notable aspects of the game, such as ownership of virtual assets, transparent transaction histories, trustless game mechanics, user-driven content creation, gasless transactions, and mechanisms for in-game asset trading and cross-platform asset reuse are analyzed. The paper discusses how these features, not only provide a richer gaming experience but also serve as effective tools for raising awareness about sustainable energy and resource management, thereby bridging the gap between entertainment and education. The case study offers valuable insights into how blockchain can create dynamic, secure, and participatory virtual environments, shifting the paradigm of traditional online gaming. Full article
(This article belongs to the Special Issue When Blockchain Meets IoT: Challenges and Potentials)
Show Figures

Figure 1

42 pages, 852 KiB  
Article
Artificial Intelligence Approach to Momentum Risk-Taking
by Ivan Cherednik
Int. J. Financial Stud. 2021, 9(4), 58; https://doi.org/10.3390/ijfs9040058 - 21 Oct 2021
Cited by 4 | Viewed by 6603
Abstract
We propose a mathematical model of momentum risk-taking, which is essentially real-time risk management focused on short-term volatility. Its implementation, a fully automated momentum equity trading system, is systematically discussed in this paper. It proved to be successful in extensive historical and real-time [...] Read more.
We propose a mathematical model of momentum risk-taking, which is essentially real-time risk management focused on short-term volatility. Its implementation, a fully automated momentum equity trading system, is systematically discussed in this paper. It proved to be successful in extensive historical and real-time experiments. Momentum risk-taking is one of the key components of general decision-making, a challenge for artificial intelligence and machine learning. We begin with a new mathematical approach to news impact on share prices, which models well their power-type growth, periodicity, and the market phenomena like price targets and profit-taking. This theory generally requires Bessel and hypergeometric functions. Its discretization results in some tables of bids, basically, expected returns for main investment horizons, the key in our trading system. A preimage of our approach is a new contract card game. There are relations to random processes and the fractional Brownian motion. The ODE we obtained, especially those of Bessel-type, appeared to give surprisingly accurate modeling of the spread of COVID-19. Full article
Show Figures

Figure 1

22 pages, 7277 KiB  
Article
Pictorial AR Tag with Hidden Multi-Level Bar-Code and Its Potential Applications
by Huy Le, Minh Nguyen, Huy Tran and Wai Yeap
Multimodal Technol. Interact. 2017, 1(3), 20; https://doi.org/10.3390/mti1030020 - 19 Sep 2017
Cited by 1 | Viewed by 10617
Abstract
For decades, researchers have been trying to create intuitive virtual environments by blending reality and virtual reality, thus enabling general users to interact with the digital domain as easily as with the real world. The result is “augmented reality” (AR). AR seamlessly superimposes [...] Read more.
For decades, researchers have been trying to create intuitive virtual environments by blending reality and virtual reality, thus enabling general users to interact with the digital domain as easily as with the real world. The result is “augmented reality” (AR). AR seamlessly superimposes virtual objects on to a real environment in three dimensions (3D) and in real time. One of the most important parts that helps close the gap between virtuality and reality is the marker used in the AR system. While pictorial marker and bar-code marker are the two most commonly used marker types in the market, they have some disadvantages in visual and processing performance. In this paper, we present a novelty method that combines the bar-code with the original feature of a colour picture (e.g., photos, trading cards, advertisement’s figure). Our method decorates on top of the original pictorial images additional features with a single stereogram image that optically conceals a multi-level (3D) bar-code. Thus, it has a larger capability of storing data compared to the general 1D barcode. This new type of marker has the potential of addressing the issues that the current types of marker are facing. It not only keeps the original information of the picture but also contains encoded numeric information. In our limited evaluation, this pictorial bar-code shows a relatively robust performance under various conditions and scaling; thus, it provides a promising AR approach to be used in many applications such as trading card games, educations, and advertisements. Full article
(This article belongs to the Special Issue Recent Advances in Augmented Reality)
Show Figures

Figure 1

Back to TopTop