Collectible Card Games: The Case of ‘Phylomon’

The Appeal of Collectible Card Games (CCGs)

In elementary school, I was an avid baseball card collector. There were few greater joys than opening a fresh pack of Topps baseball cards: the crinkling of the package as I carefully opened it to avoid any damage to the cards, the stick of third-rate bubble gum that I felt obligated to chew on for a minute or five, the expectation of a sought-after rookie card, the hope of picking up a duplicate of a valuable card to trade. My friends and I would pour over the statistics listed on the back of the cards. We’d negotiate and execute trades, curate our collections, compete over who had the most valuable collection, and speculate on which might be more valuable in ten years. I may have been slow with my times tables, but I could tell you Dwight Gooden’s ERA (Earned Run Average) and Alan Trammell’s BA (Batting Average) without hesitation… and I knew what it meant. I was deeply invested. I even got my parents—both completely uninterested in sports—to sign me up for baseball camp one summer. (I was a decent pitcher.)

So, my younger son’s emerging obsession with the Pokémon card game last year came as no surprise. Collectible card games (CCGs)—also known as trading card games—combine two highly appealing activities: curation and play (Turkay, Adinolf, & Tirthali, 2012). In 2002, researchers at the University of Cambridge concerned with children’s waning interest in the natural world and the “potentially grave consequences for biodiversity conservation,” conducted a study of 109 primary schoolchildren’s knowledge of British wildlife compared to Pokémon characters (Balmford, Clegg, Coulson, & Taylor, 2002, p. 2367). The findings of the study carried two significant messages: First, children have an incredible capacity for learning about creatures that are presented to them in an intriguing and entertaining way (i.e., on Pokémon cards); second, teachers and conservationists are doing a terrible job of making learning about the natural world engaging. The children much more readily identified Pokémon species than species in their native natural environment.

“Pokemon Cards” by Photos By Dlee is licensed under CC BY-ND 2.0

The Phylo Card Game

Instead of getting depressed about the deplorable state of children’s knowledge of the natural world, David Ng, an educator and molecular biologist at the University of British Columbia, was inspired to develop a Pokémon-style card game called Phylo: The Trading Card Game, which got underway in 2010 (Burgess, 2019). Ng decided against the original name of Phylomon for legal reasons. Using a crowdsourcing strategy, scientists, designers, and gaming experts worked together to develop a game based on the Pokémon model for teaching about biodiversity issues and other science-related topics.

Rules of the game and a starter deck are available at the Phylo Game website. Check out this video for the rules.

Does the Phylo Card Game work?

Does playing the Phylo Card Game impact people’s knowledge about and attitudes toward species, ecosystems, and conservation? In a mixed-methods quasi-experimental study, Callahan, Echeverri, Ng, Zhao, & Satterfield (2019) examined university students’ behaviors and attitudes toward playing Phylo. Upon comparing the attitudes and behaviors of students who had played Phylo compared to those who had learned about the same species in a slideshow, the researchers found that playing the game promoted greater positive affect and engagement. While there was no significant difference in species recall under experimental conditions, participants expressed their enjoyment in playing the game and desire to play more rounds of the game. Participants in the slideshow group did not express the same level of engagement. Motivation to engage further with the game suggests that greater long-term retention and deeper learning might be possible through playing the game than viewing the slideshow. Most importantly, the study verifies the notion that Phylo has potential use as a tool to effectively promote ecoliteracy and conservation goals.

If, as McGonigal (2010) indicates, the problem with many popular games is their lack of connection to the real world, then creative adaptations of the CCG model may be a way forward. Besides, as Turkay and colleagues (2012) point out, “From a design point of view, [CCGs] are simpler and cheaper to produce than digital games, as they cut out one third of the digital production trifecta: designer, artist, coder” (p. 3705).

The question is whether games like Phylo can ever come close to competing for kids’ attention given the massive financial success of Pokémon and other market-oriented products and all their spin-offs (video games, movies, toys, etc.). Given the severity of environment-related criIt’s probably worth a try.

References

Balmford, A., Clegg, L., Coulson, T., & Taylor, J. (2002). Why conservationists should heed Pokémon. Science, 295(5564), 2367. Retrieved from https://science.sciencemag.org/content/295/5564/2367.2

Burgess, S. (2019, September 18). To teach kids that know more of Pokemon than phytoplankton, David Ng, made a game of it. The Tyee. Retrieved from https://thetyee.ca/News/2019/09/18/David-Ng-Pokemon-Phytoplankton/

Callahan, M. M., Echeverri, A., Ng, D., Zhao, J., & Satterfield, T. (2019). Using the Phylo Card Game to advance biodiversity conservation in an era of Pokémon. Palgrave Communications, 5(79), https://doi.org/10.1057/s41599-019-0287-9

McGonigal, J. (2010, February). Gaming can make a better world [Video file]. Retrieved from https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world

Turkay, S., Adinolf, S., & Tirthali, D. (2012). Collectible card games and learning tools. Procedia – Social and Behavioral Sciences, 46, 3701-3705.

An Introduction to Educational Games

Jane McGonigal on Gaming

In her 2010 TED Talk, Gaming Can Make a Better World , Jane McGonigal, pinpointed four skills that gaming engenders:

  1. Urgent optimism
    • Gamers believe they can succeed because in well-designed games, it is always possible to win.
  2. Social fabric
    • Gamers build trust with the people they play with, and even against.
  3. Blissful productivity
    • Gamers work hard (and long hours) if the game feels challenging and meaningful.
  4. Epic meaning
    • Powerful games have great and important missions at their core, so gamers feel that they are doing something important.

The problem, according to McGonigal, is that gamers are making a difference in virtual worlds… not the real one. When games are about virtual worlds, they can easily become a form of escape from the problems we face, both locally and globally.

Jane McGonigal (2010)

Here’s where educational games come in.

As an educational game designer, McGonigal believes in harnessing the power of games to create optimistic, collaborative, and productive gamers who want to do meaningful work to tackle real world problems. With games like World Without Oil and Superstruct, she has sought to develop gamers interested in solving real problems like oil dependency and food scarcity.

So, What Are Educational Games?

It is a commonplace that education is about preparing youth for work, while games are about work’s nemesis – play. Just think of the proverb immortalized in Stanley Kubrick’s iconic adaptation of Stephen King’s The Shining (1980): “All work and no play makes Jack a dull boy.”

Seen in this light, education and games might seem like case of strange bedfellows. And in their application, they often are. During my career as an itinerant English language teacher, I have seen many teachers reach for a game as a reward on a Friday afternoon for all the toil students endured Monday through Thursday: a break from the routine of work. There is nothing inherently wrong with this practice, but educational games can be something more.

Considering the global popularity of video games (check out data compiled by WePC), particularly in the Asia-Pacific region, North America, and Western Europe, and especially among children and young adults, educators would do well to consider ways to integrate education and games – particularly digital ones – into their course plans. Games can be more than mere Friday afternoon reprieves.

Over the past few decades, some educators have been pushing for the use of digital games in education. Some twenty years ago, Marc Prensky (2001) argued that young people today have significantly different cognitive preferences than their predecessors, preferring twitch speed to a slower pace, seeing technology as an asset instead of an inconvenience, valuing payoff over patience, and prizing play over work. Jenkins, Clinton, Purushotma, Robison, and Weigel (2006) see play as an essential 21st century literacy skill, “one that encourages experimentation and risk-taking … [and] views the process of solving a problem as important as finding the answer” (p. 24). As mentioned above, McGonigal (2010) identifies four desirable skills – or attributes – that games engender.

A Working Definition

An educational game, then, might be defined as a tool – usually digital – that educators can employ to harness the inclinations and skills of many of today’s learners in order to achieve educational goals and objectives.

Whether or not an educational game is effective in a particular context depends on a wide range of variables, including content, the type of game, attitude (of both teacher and learner), and access.

References

Jenkins, H., Clinton, K., Purushotma, R., Robison, A. J., & Weigel, M. (2006). Confronting the challenges of participatory culture: Media education for the 21st century [PDF file]. John D. and Catherine T. MacArthur Foundation. Retrieved from https://www.macfound.org/media/article_pdfs/JENKINS_WHITE_PAPER.PDF

Kubrick, S. (Producer), & Kubrick, S. (Director). (1980). The shining [motion picture]. United States: Warner Brothers.

McGonigal, J. (2010, February). Gaming can make a better world [Video file]. Retrieved from https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world

Prensky, M. (2001). Digital game-based learning. St. Paul, MN: Paragon.