International Journal of Games and Social Impact
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Item An analog game-based intervention and a playability analysis in the elderly : a pilot study(Lusofona University, 2023) Pincegher, Dara; Rosa, Marlene; Silva, Emanuel; Frontini, Roberta; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoIntroduction: Gamed-based interventions (GBI) in old people is an interesting topic for aging-well purposes, however, few studies exist focused on the assessment of multimodal interactive experience (emotions, skills, engagement, etc), and most of them used digital games. Therefore, validation of analog GBIs, when implemented in the geriatric field, should be completed with a playability analysis. Aim: To characterise a multicomponent playability analysis, considering (i) emotional state changes, and (ii) the perceived experience during the implementation of an analog gamed-based short-term intervention in the institutionalized elderly person. Method: A pre and post-test study was conducted during four weeks of intervention through an analogue game. Participants were elderly people institutionalised in a Residential Home for the Elderly in the central region of Portugal. Playability is assessed before and after the sessions with analogue games, using the Visual Analogue Scale (VAS) (0-10) of emotions and a questionnaire about participants’ perceptions of game-based experience. Results: Thirteen elderly people (9 women/4 men) with a mean age of 80±9.32 years participated in the study. A total of 48 states of tiredness/excitement, calmness/anxiety, and sadness/joy were recorded: 44,4% of participants increased their level of excitement; 66,7% decreased their level of excitement. The serious aims of the game were well perceived while maintaining the perception of the playful and fun character. Conclusion: The positive emotional changes in the elderly might be a sign of self-perceived novelty and challenge in the game. A good perception of the serious purpose of the game is associated with a positive emotional state, which encourages the adoption of proficiency feedback mode in the game. This pilot study was a relevant contribution to the continuing progression of playability analysis in elderly therapeutic contexts.Item Cognitive teleintervention with board games during the pandemic lockdown in school-age children(Lusofona University, 2023) Vita-Barrull, Nuria; Estrada-Plana, Verónica; March-Llanes, Jaume; Guzmán, Núria; Moya Higueras, Jorge; Mayoral, María; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoBackground. Playing modern board games has been linked to cognitive enhancement in children when playing face-to-face. However, because of the SARS-CoV-2, playing in an analog way was difficult. Objective. To test the efficacy of a cognitive intervention program with board games in school-age children (25 Spaniards; 5-12 years) delivered remotely through web conferencing. Methods. We performed a randomized controlled trial with a wait-list control group (n=10) and pre-post testing (updating, inhibition, flexibility, and verbal fluency). The study was preregistered on clinicaltrials.gov (NCT04823338). The experimental group (n=15) played commercialized board games adapted to an online format during 12 sessions. Results and Conclusions. We found higher flexibility and verbal fluency improvements in the experimental than in the control group. We also saw improvements in visuospatial updating solely in the passive control group. Board games played remotely could entail some cognitive benefits, though we found paradigmatic results too. Board games may benefit the most when played face to face.Item Computer supported accessible dexterity-based board games(Lusofona University, 2023) Heron,Michael James; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoBoard game accessibility analyses conducted by the Meeple Centred Design project have identified a number of problem areas where there exist no accessible intersection of disability and game design paradigm. While there exist fun and innovative board games for most players, making use of most game mechanisms, there exists no identified dexterity game accessible to those with physical impairments. Indeed, it is hard to imagine what form a game of that nature might take. In this paper, we outline a technological solution making use of computer vision, digital representation, and accessible game design. In its proof of concept form, it serves as a way of making the game Crokinole playable by mixed-needs groups. Future work will generalise this solution to work for a wide array of flicking and pushing based dexterity games, along with investigating how existing digital accessibility support tools can be leveraged to expand the demographic that can benefit from this approach.Item Current accessibility challenges and perspectives for people with visual impairments in tabletop games(Lusofona University, 2023) Léste, João; Farbiarz, Jackeline; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoMuch has already been discussed about the educational benefits of playing Tabletop games. However, as United Nations’ Sustainable Development Goal (SDG) 4.5 points out, there still exist many disparities in the access to quality education by vulnerable groups. This paper aims to address some of the factors that contribute to this disparity in regard to people with visual impairments in Brazil. Beyond that, there is a much more dire barrier of access to: the majority of information about the games is presented visually. In practice, people with visual impairments have to rely on the “goodwill” of other people to try and adapt the games for them, who are generally their teachers, friends or relatives. Lastly, this paper presents some accessibility criteria to be considered when designing board games for people with visual impairments, as well as present the Design in Partnership approach as a viable method to design more meaningful games for this context.Item Current and future opportunities for 3D printing in modern board games(Lusofona University, 2023) Simões,Ricardo; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoAdditive manufacturing (3D printing) is a set of disruptive technologies where parts are no longer produced by removing material until the desired form is achieved, but rather build the intended product layer by layer. With significant benefits in the efficient use of resources, optimizing performance, and allowing individual customization of each print, 3D printing techniques have been more widely adopted worldwide, and modern board games are no exception. However, until now its use is mostly hobbyists creating and sharing 3D models for improving player experience in two aspects: customization (upgrade) of game components, and solutions for organization/setup/logistics. Nevertheless, 3D printing opens opportunities also for game designers/developers and publishers. This paper presents a glimpse of the current use of 3D printing in modern board games and discusses opportunities for the future, highlighting how both players and professionals can take advantage of this technology.Item Guidelines for ludonarrative conversion : a case study for a children's book converted to a game(Lusofona University, 2023) Starks,Katryna; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoVideo games are a way to help children improve their communication and collaboration skills as well as engage them in the world of their favorite book characters. This paper explains the unique features of books and games, and how interactivity can enhance the reader experience in the game world. It then goes on to explain various design considerations for children, including age ratings and designs for screen time recommendations. Further, game mechanics are paired with Erickson’s stages of development to facilitate optimal design in various age group. Finally, a development framework is presented, and a case study features a prototype design which displays these principles in a real-world setting.Item Mastering modern board game design to build new learning experiences : the MBGTOTEACH framework(Lusofona University, 2023-01-01) Sousa, Micael; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoGames have proven to be engaging tools for learning. Digital games dominate, but analog games are not obsolete. Modern board games provide new opportunities for teachers. This paper proposes the MBGTOTEACH framework as an introduction and on going process for teachers to use, adapt, and develop modern board games for learning purposes. This framework aims to help teachers profit from these games to build their game-based approaches. The MBGTOTEACH framework was tested during two sessions with teachers and education researchers. It increased the awareness of the potential of game-based learning and the design characteristics of modern board games. Sessions results show that participants might need a more solid game culture and experiences to recognize how to explore games’ potential. Modifying and developing new learning games based on modern board games is not achieved rapidly, although recognizing the games’ potential in introducing sessions is achievable.Item Moral complexity in videogames : a pragmatist approach(Lusofona University, 2023-01-01) Hanussek,Benjamin; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoThe field of videogame ethics has already achieved a differentiated view on many ethical questions in regards to videogames, their players and the industry. However, most of these approaches have neglected the benefits of a less abstract, more pragmatic view on videogame ethics. Thus, in this paper, I will introduce the concept of moral complexity to formulate a device that allows a pragmatic identification, categorisation, discussion, and design of moral content in videogames. Moral complexity is defined as (or by) the degree to which a game offers alternatives and/or commentary to violence and deceit to players and is exclusively referring to how the issue of morality is implemented in past and contemporary game design. It is a reductionist approach, which treats morality as a game design element and shall help to understand the experience of morality in a closed player/game circuit. To introduce and explain the notion of moral complexity, this paper will begin with a brief overview of fundamental developments and perspectives in the field of videogame ethics. Further, moral complexity is introduced based on a rendering of Kantian metaphysics into virtual space. Then, elements of Aristotle’s ethics, Csikszentmihalyi’s concept of flow and Habermas’ principles of communicative action are defined to articulate the phenomenological aspect of experiencing moral complexity in game. Based on these theoretical building blocks, a comprehensive definition of moral complexity is presented. To illustrate this construct, cases of videogames (Grand Theft Auto V, Spec Ops: The Line and Detroit: Become Human) are introduced to exemplify different degrees and manifestations of moral complexity in contemporary game design. Moreover, a discussion on issues shall forward a differentiated picture of the concept. In the end, a conclusion presents prospects and chances for the notion of moral complexity.Item Playing with fake news : state of fake news video games(Lusofona University, 2023-01-01) DeJong,Scott; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoEmployed almost synonymously with disinformation and misinformation, fake news refers to the increasing discourse of mis configured news and information being shared online which has prompted global concern. Calls for digital literacy have come from researchers, governments, and public interest groups who developing an array of resources for the public. Games are one intervention. This article explores what it refers to as ‘fake news games’. Not focusing on a specific game genre, it considers video games that discuss or present fake news as central to their play or design. This paper evaluates how fake news is being presented in games and asks how the concept understood across these games. By analyzing the content, skills, and goals in these games, it situates fake news alongside digital literacy skills to see how the term is being re-framed by the medium of games. Twenty-two games were studied from a larger sample collected in late 2020. Through play analysis of twenty-two fake news video games collected in 2020 this paper provides an overview of game’s that discuss fake news. Games were play-tested and recorded to see the range of content, skills and central themes that were invoked in these games. These led to findings dis cussing the design, core premise, and general discourse around fake news that was promoted through play. The findings in this article offer value for future directions of discussion and game design focused on fake news. By pointing to gaps and differences in games in the field, this article offers potential information for designers while also highlighting how fake news is re-framed by these games. It emphasizes which points of interest around fake news are commonly being brought up, and points to future design and implementation considerations for scholars and designers.Item Public interest and the potential social impact of board games : the role of the strategic twist, definition and scope(Lusofona University, 2023) Antunes,Paulo; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoModern board games – precisely after what has been dubbed the “renaissance” of analog games since the publication of Catan and the consequent affirmation of the “German games” – have served for a vast reflection in the field of metagame. In this text it is considered that the effects following what is called “strategic twist” in modern board games, allow reflecting about the dynamics of the field of leisure/ludicity from two aspects: the orientation of games towards strategy; and the strategic character of the transition of/in the milieu. One must understand how the “twist” can be thought about and what can be thought about the political-philosophical reflections that address the “public interest”, and how these two fields can be broadly intertwined. With this theoretical-societal connection, the aim here is to move on from the role that the “strategic twist” plays in calling the “public interest” attention for the practice of this type of activity (the impact of a new dissemination of games), to the “public interest”, that may have reciprocally provided it; and to how something like this “interest” can be treated in the games themselves. Finally, also how some light can be shed on it by the combination and choice of some game mechanics. The intersection of these two domains also prepares us to talk about serious issues in the future.Item Roundtable, analogue co-design : opportunities, challenges and other nuances(Lusofona University, 2023) Brand,Inka; C.,Isra; Brand,Markus; S.,Shei; Sousa,Micael; Sousa,Carla; Casimiro,Cátia; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoCo-design is linked to a range of advantages, encompassing enhancements in idea generation, service or product development processes, decision-making, cooperation, creativity, as well as long-term satisfaction and loyalty among clients and users (Steen, 2013; Steen et al., 2011). Despite its widespread use as a strategic approach, co-design has received less scholarly attention, and critical discussions regarding its underlying concepts are infrequent. The occurrence of this particular circumstance can perhaps be attributed to the widespread practice of categorizing projects as co-design, which may lead to a dilution or confusion of conceptual understanding (Steen, 2013). In the field of games, especially at an academic level, the idea of co-design has been used mainly to describe processes of horizontalizing research design, aligned with participatory paradigms (Brown, 2022; Hall, 1975). Specifically, where the player no longer plays a completely passive role, but co-creates the gaming world together with the designers (De Jans et al., 2017; Loos et al., 2019; Pedersen & Buur, 2000). Or when the games (applied as a serious game) deliver a tool for ideation and the co-creation of projects and solutions to a specific problem (Sousa, 2021). Here, we have invited two of the most prominent duos of contemporary analog game designers – Isra/Shei and Inka Brand/Markus Brand – to reflect on how they complement and oppose each other in this process. Relational and gender characteristics, how they impact the creative process, and the players’ vision of the games created, among many other issues, will be reflected here.Item School as playground: discussing a play structure for higher design education(Lusofona University, 2023-01-01) Belo, Marta Guerra; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoIn this paper we intend to discuss the main elements of play – rules, order, freedom, pleasure, competition, representation, sep aration and uncertainty – as key elements of a new alternative learning structure in higher design education centered on ludic thinking. From the assumption that play is a free movement within a more rigid structure and that playful thinking is intrinsic to us, we draw on Aldo van Eyck and the City as Playground text by Merijn Oudenampsen (2011) and make an analogy between school and playground to discuss play process as learning process and study alternative pedagogies to traditional teaching which seek to foster self-learning through the work Homo ludens. School is observed as a playground where learning takes place through the transgression that results from the strong engagement with the context, the free exploration of space and matter and the ongoing dialogic interactions of the participants. This work is developed by cross-referencing data from different sociol ogists, educators, designers, and game theorists in connection with the data collected from an open talk with the author and four guests: Luís Alegre da Silva (designer, researcher, and lecturer in the field of communication design), Miguel Vieira Baptista (de signer and lecturer in the field of product design), Filipe Luz (researcher and lecturer in the field of Multimedia and Videogames) and Ana Jotta (Visual artist) – that took place in the 1st Games and Social Impact Media Research Lab Conference (Glow2021) hosted by Lusófona University as a joint initiative between the CICANT and HEI-Lab research centers.Item See me play! : self-portraiture in pseudo-museums as immersive playscapes for adults(Edições Universitárias Lusófonas, 2023-01-01) Heljakka, Katriina; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoThis article analyzes and deconstructs interactive and immersive ‘pseudo-museum’ environments, which seem to be all about making the self-documenting player the main exhibit, or spectacle. The research material collected through a visual autoethno graphic approach consists of photoplays and videos evidencing the author’s visits and adult play in four museums dedicated to selfies during pre-pandemic times (2019-2020), namely the Museum of Ice Cream in San Francisco and New York, Happy Place and The Selfie Museum in Las Vegas. Findings of the autoethnography demonstrate that the play experience based on selfie-taking is both a solitary and social form of play, and to some degree dictated and directed by the exteriors, interiors, rules of engagement and the hosts assisting. Finally, it is argued that self-portraiture in the ‘pseudo-museum’ context is about the creation of ‘playfies’, and making a toy out of oneself.Item Why have there been no great women board game designers?(Lusofona University, 2023) Dias,Carolina Magalhães; Escola de Comunicação, Arquitetura, Artes e Tecnologias da InformaçãoBoard Games are becoming increasingly popular, and yet the Board Game designer population continues to be primarily made up of white men. This article intends to present the factors that may have held women and non-binary people back from occupying the Board Game community as intensely as men and which contribute to the homogeneity of Board Game designers today. Firstly, supported by the relevant literature, this article starts by establishing a connection between implicit stereotypes and the way we choose to spend our free time. Secondly, data from studies performed in different countries shows that, even when choosing to play Board Games, women have tendentially less free time than men to play – and, therefore, less time to develop ideas for new Board Games. Lastly, this article focuses on the women who play and how their experiences in Board Game events and conventions may prevent them from participating further in the hobby and its community, including in Board Game design.