Percorrer por autor "Neves, Pedro Pinto"
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Item Editorial - games and learning : consolidating and expanding the potential of analogue and digital games(Lusofona University, 2023) Neves, Pedro Pinto; Sousa, Carla; Fonseca, Micaela; Rye, Sara; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoFor a long time, Games Research suffered from what Jaakko Stenros and Annika Waern classified as the Digital Fallacy – the tendency to regard analog games as a subset of digital games rather than the other way around. Where boardgames were once associated with the past of games and learning and digital games with the future, there are now fresh insights and applications for boardgames in learning – alongside with their renaissance as games for entertainment. Even as boardgames found new relevance in learning, the already-recognized possibilities in digital games for learning have continued to expand, with more flexible and ubiquitous tools and platforms allowing for a greater variety of avenues of learning research and practice to be explored. Augmented and mixed reality as well as virtual reality are frontiers in learning that beg for further exploration.Item Game Design as an Autonomous Research Subject(Multidisciplinary Digital Publishing Institute (MDPI), 2021-09) Neves, Pedro Pinto; Zagalo, Nelson; HEI-LAB (FCT) - Digital Laboratories for Environments and Human InteractionsThis paper examines the methods and systems of game design from the standpoint of existing method proposals failing to establish a common basis for systematizing design knowledge, which this paper aims to help resolve. Game design has often been subsumed by game development and associated disciplines, and game design methodology has often been subsumed by game analysis. This paper reviews related work in defining game design as an autonomous research subject and then divides the methods and systems of game design into complementary methods and core methods, with only the latter, consisting chiefly of design patterns, attempting to systematize how game design knowledge is generated. Seminal game patterns have been descriptive rather than -prescriptive and so have failed to find the requisite practitioner adoption to fulfill their role as a living method. One recent pattern approach has sought to resolve this issue by promoting pattern usage generally over the adoption of a particular language. This paper outlines an alternate and possibly complementary approach of a novel, practical basis for game design literacy for helping core methods work as a basis for systematizing game design knowledge. The proposed basis sacrifices descriptiveness to prescriptiveness to shape methods in that directionItem Improving the CS Curriculum of a Top-Down Videogames BA(Association for Computing Machinery, 2022-11-21) Fachada, Nuno; Serra, Pedro; Códices, Nélio; Luz, Filipe; Andrade, Diogo Nuno Dias Mesquita Gomes de; LOPES, LOUIS PHILIPPE SIMÕES CASTELO BRANCO; Fonseca, Maria Micaela; Neves, Pedro Pinto; Stikkolorum, Dave; Rahimi, Ebrahim; Stuurman, Sylvia; COPELABS (FCT) - Centro de Investigação em Computação Centrada nas Pessoas e Cognição (CTS); Escola de Comunicação, Arquitetura, Artes e Tecnologias da Informação; HEI-LAB (FCT) - Digital Laboratories for Environments and Human InteractionsWe present a targeted curricular improvement on an interdisciplinary Videogames Bachelor of Arts, to be implemented in the 2022/23 academic year. The aim is to solve student adaptation issues with the program’s interdisciplinarity that were heightened by the COVID-19 pandemic.Item Influenza : a board game design experiment on vaccination(SAGE Publications Inc., 2021-08) Neves, Pedro Pinto; Luz, Filipe Costa; Vital, Eva; Oliveira, Jorge; HEI-LAB (FCT) - Digital Laboratories for Environments and Human InteractionsIntroduction.: Experts on vaccine hesitancy recommend tailoring interventions to local contexts, which presents an opportunity for game-based interventions to reflect local demographics and make them central to the experience of the game. Experimental game design is a research method that has already been used in educational games. Board games are relevant to the topic of vaccination, and present possibilities for game design of openness and flexibility. INFLUENZA was an experimental game design with the objectives of designing a vaccination-themed educational board game where: an aspect of local context was highly-relevant but also easily modifiable, means of emotional engagement were explored, and openness and flexibility in board game design were explored. Methods.: The experimental game design study consisted of finding design solutions for achieving the study objectives in a single game, by analyzing comparable games and using iteration and two stages of live testing with players. Results.: The game reflects national census data in a highly-relevant but also easily modifiable aspect of play (first objective). The game features aspects of personification to foster emotional engagement (second objective). The game is well-suited to changing the number of players, or allowing mediated play (third objective). Discussion.: INFLUENZA has achieved each of its study objectives from an experimental game design perspective. Relevant features of educational games are theme, mechanics, and their integration, and the design experimentation in INFLUENZA follows this trend. Future work is running comparative trials of features of INFLUENZA, as well as measuring the impact of different local adaptations of INFLUENZA.Item The systems and methods of game design(Multidisciplinary Digital Publishing Institute (MDPI), 2021-12) Neves, Pedro Pinto; Zagalo, Nelson; HEI-LAB (FCT) - Digital Laboratories for Environments and Human InteractionsItem Uncovering literacy practices in the game total war: shogun 2 with a contract-agency model(Lusofona University, 2020) Neves, Pedro Pinto; Morgado, Leonel; Zagalo, Nelson; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoThis paper showcases how the Contract Agency Model can be used to uncover literacy practices in videogame’s own terms as a complement to existing, more ‘indirect’ games literacies, using as an example the videogame Total War: Shogun 2. The paper first situates the Contract Agency Model within approaches to videogames and within approaches to media literacy. The paper then identifies three interesting literacy practices in the videogame, which also exemplify the eight levels of abstraction of the Contract Agency Model. The paper concludes by discussing the model’s implications to media literacy and videogames, namely that videogames effect a second-order mutual signalling with their players – agency as a conversation of commitment to meaning – that is humanizing of those players, and that the model can uncover this as an implicit contract of bio-costs, as a ‘direct’ literacy of videogames, i.e. a literacy in videogames’ own terms.Item Videogame agency as a bio-costs contract(Universidade Católica Portuguesa, 2018) Neves, Pedro Pinto; Morgado, Leonel; Zagalo, Nelson; HEI-LAB (FCT) - Digital Laboratories for Environments and Human InteractionsThis paper presents a novel descriptive model for agency in videogames as communication. Literature pertaining to interactive works including videogames has identified the need to overcome dyadic perspectives of communication in such works. Research specifically to do with agency has called for agency to no longer be confused with freedom of action, for an integrated perspective of the player and the system, and for that relationship to be viewed as a conversation. The transactional model in this paper achieves this by proposing a nested hierarchy of levels of communication that operate as an implicit contract, negotiated between the system and the player, where the object of the transaction is bio-costs, effected through the signalling of the attainability of understandings. The paper describes research antecedents, a research agenda, the basis for the model, the model itself, examples of how the model can be used to describe videogame designs, and future research.