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(Edições Universitárias Lusófonas, 2021) 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 GBL for Psychological Intervention Related Skills: What Challenges? What Paths?(Dechema e.V., 2021) Sousa, Carla Patrícia Gonçalves e; Fonseca, Micaela; Mansuklal, Shivani Atul; Carvalho, Jéssica; Silva, Diogo; Neves, Pedro Pinto; Luz, Filipe Costa; Salvador, Ágata; Costa, Leonor Pereira da; Oliveira, Jorge; Gamito, Pedro; HEI-LAB (FCT) - Digital Laboratories for Environments and Human InteractionsIn recent research, games have become an important reference with regards to learning skills with certain characteristics, as well as in promoting contemporary literacies. Games have similarly become highly relevant in the promotion of psychological well-being and mental health. Even considering this role in promoting learning in general, soft skills, motivation, cooperation, empathy, among others, in the field of psychological intervention, the potential of games has been much more applied to patients than to the psychologists and their professional development. The present study aims at mapping the intersection between psychological intervention related skills learning and game-based pedagogical strategies. For such purpose, a Systematic Literature Review was conducted through some of the most relevant scientific databases. The obtained sample was further selected following the PRISMA guidelines with screening and eligibility processes based on inclusion criteria, defined considering the research’s aim. Non-peer reviewed research and studies aimed at other pedagogical approaches, such as gamification, were excluded from the final sample. Papers were categorized, coded, and analysed through statistical procedures and content analysis techniques. The results contextualize games as effective and feasible tools in the professional development of psychologists and psychology graduates, simultaneously highlighting the scarcity of resources in this field and the need for more experimental and quasi experimental approaches to foster evidence-based pedagogical choices. Keywords: GBL, Psychology, Psychology Learning, Psychology Students, Mental Health Professionals, TherapistsItem Influenza : a board game design experiment on vaccination(Edições Universitárias Lusófonas, 2020-12) Neves, Pedro Pinto; Luz, Filipe Costa; Vital, Eva; Oliveira, Jorge; CICANT (FCT) - Centro de Investigação em Comunicação Aplicada, Cultura e Novas TecnologiasIntroduction. 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.Item The systems and methods of game design(Edições Universitárias Lusófonas, 2021) 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(Edições Universitárias Lusófonas, 2018) Neves, Pedro Pinto; Morgado, Leonel; Zagalo, Nelson; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoThis 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