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	<title>Crystal&#039;s Research Blog &#187; Fun</title>
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	<description>Sharing my journey to mastery...</description>
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		<title>MDA &#8211; Mechanics, Dynamics and Asthetics</title>
		<link>http://retroturtle.net/Research/2014/04/mda-mechanics-dynamics-and-asthetics/</link>
		<comments>http://retroturtle.net/Research/2014/04/mda-mechanics-dynamics-and-asthetics/#comments</comments>
		<pubDate>Thu, 10 Apr 2014 05:56:07 +0000</pubDate>
		<dc:creator><![CDATA[Crystal McLaughlin]]></dc:creator>
				<category><![CDATA[Theory]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[Aesthetics]]></category>
		<category><![CDATA[Dynamics]]></category>
		<category><![CDATA[Fun]]></category>
		<category><![CDATA[Fun taxonomy]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Games Research]]></category>
		<category><![CDATA[MDA Framework]]></category>
		<category><![CDATA[Mechanics]]></category>
		<category><![CDATA[Taxonomy]]></category>
		<category><![CDATA[Thinking About Fun]]></category>
		<category><![CDATA[User Experience Design]]></category>

		<guid isPermaLink="false">http://retroturtle.net/Research/?p=227</guid>
		<description><![CDATA[Hunicke, LeBlanc and Zubek (2004) present a framework for developing games and thinking about games research. They start from the perspective of the player and the designer as a one]]></description>
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		<title>One card win. Discussing rarity, power and balance in CCGs</title>
		<link>http://retroturtle.net/Research/2013/06/one-card-win-discussing-rarity-power-and-balance-in-ccgs/</link>
		<comments>http://retroturtle.net/Research/2013/06/one-card-win-discussing-rarity-power-and-balance-in-ccgs/#comments</comments>
		<pubDate>Sat, 29 Jun 2013 07:47:21 +0000</pubDate>
		<dc:creator><![CDATA[Crystal McLaughlin]]></dc:creator>
				<category><![CDATA[Collection]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Game Mechanics]]></category>
		<category><![CDATA[Theory]]></category>
		<category><![CDATA[Balance]]></category>
		<category><![CDATA[Card Collections]]></category>
		<category><![CDATA[Card Games]]></category>
		<category><![CDATA[CCGs]]></category>
		<category><![CDATA[Collectible Card Games]]></category>
		<category><![CDATA[Collectible Objects]]></category>
		<category><![CDATA[Collecting]]></category>
		<category><![CDATA[Digital Addiction]]></category>
		<category><![CDATA[Fantasy games]]></category>
		<category><![CDATA[Fun]]></category>
		<category><![CDATA[International Journal of Computer Game Research]]></category>
		<category><![CDATA[Magic: The Gathering]]></category>
		<category><![CDATA[MTG]]></category>
		<category><![CDATA[Power]]></category>
		<category><![CDATA[Rarity]]></category>
		<category><![CDATA[Sanctum]]></category>
		<category><![CDATA[Trading Card Baseball]]></category>
		<category><![CDATA[Wizards of the Coast]]></category>

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		<description><![CDATA[In Rarity and Power: Balance in Collectible Object Games Ethan Ham brings to the forefront the eternal struggle game designers have for Collectible Card Games (CCGs), Balance, specifically rarity and power.]]></description>
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