International Journal of Games and Social Impact
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Percorrer International Journal of Games and Social Impact por assunto "COMPUTER GAMES"
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Item Enhancing brain health and cognitive development through sensorimotor play in virtual reality : uncovering the neural correlates(Lusofona University, 2024-01-01) Lekova, Anna K.; Tsvetkova, Paulina; Andreeva, Anna; HEI-LAB (FCT) - Digital Laboratories for Environments and Human InteractionsBrain health is a critical part of well-being because it is a foundation for the ability to communicate, make decisions and solve real-life problems. Virtual reality games involve motor and sensory activities that can help to improve brain connectivity by pro-viding an immersive and interactive experience that engages multiple brain regions simultaneously. Reinforcing sensorimotor activities influences cognitive skills and improves brain health. Sensorimotor play in virtual reality is a relatively new concept that is gaining attention as a tool for promoting brain health and cognitive abilities. It is believed that this type of play can have positive impact on brain health and cognitive function, such as improving memory, enhancing focus, and reducing stress and anxiety. The aims of the current paper are (1) - to present evidence, based on neuro correlates, of the importance of the sensorimotor play to the brain health and (2) - to propose a conceptual model for a personalized VR game design using neurocognitive feedback obtained through Brain-Computer Interface that assesses brain areas during sensorimotor stimulation.Keywords: virtual reality, sensorimotor play, neurocognitive evidences, brain development, serious games.Item I'd rather have cake : asexual representation and queer designing of games(Lusofona University, 2024-09-01) Parker, Todd; Ntelia, Renata; HEI-LAB (FCT) - Digital Laboratories for Environments and Human InteractionsQueer game academics have identified an increase in the number of games that explore queer experiences by experimenting with the limitations of games, particularly from small independent creators, that has been described as a queer games avant garde. Despite this, this paper identifies a notable under representation of identities and experiences along the asexual spectrum. In this vein, it documents a study that looked to explore whether the dominant way in which game design is approached as practice, with frameworks that separate formal gameplay elements from aesthetic elements, hinders the authentic representation of the asexual lived experience. This falls in line with existing pushes in the queer design space to move beyond popular forms of queer representation in games that have often limited it to dramatic elements such as narrative and art. To do this, the study employed popular design frameworks for designing a playable proof of concept with the aim to convey asexual experiences. Using design as a research method, the study showed that while these formal elements can convey themes, even those relating to the asexual lived experience, they fall short as a lone avenue for queer representation. Instead, the paper calls for the exploration of a more comprehensive design framework and proposes affect theory as an appropriate conceptual tool not only for game analysis but also for game design. Asexuality, Queer Game Design, Affect Theory, Games, Representation, Play