International Journal of Games and Social Impact, Vol. 3, Nº. 1 (2025)
URI permanente para esta coleção:
Navegar
Percorrer International Journal of Games and Social Impact, Vol. 3, Nº. 1 (2025) por título
A mostrar 1 - 6 de 6
Resultados por página
Opções de ordenação
Item Board games on the path to environmental education for sustainability(Lusofona University, 2025-02-27) Antunes, Maria Raquel; Moreira, Aurora; Reis, Catarina Schreck; HEI-LAB (FCT) - Digital Laboratories for Environments and Human InteractionsThe response to global Anthropocene challenges requires a reimagined science education, shifting its goal from supplying hu-man capital with skills and capabilities in specific areas toward educating scientifically literate citizens who can make informed sustainable choices (Gough, 2021; Luttenberger & Mandi?, 2022). Aiming to contribute to such change, this article explores the intersection of STEAM (Science, Technology, Engineering, Arts, and Mathematics) education and education for sustainability (EfS), emphasizing the need for innovative frameworks and tools to facilitate a transition toward a more sustainable future. As gamification emerges as a powerful mechanism for engaging learners, fostering scientific literacy, and driving sustainable practices, this article presents an original framework that leverages the synergies between these areas and supports the design of three STEAM educational board games addressing environmental education for sustainability.Keywords: education for sustainability; environmental education; board games; STEAM; living labsItem Editorial : The challenges of making games for Contemporary Societies(Lusofona University, 2025-02-27) Sousa, Micael; HEI-LAB (FCT) - Digital Laboratories for Environments and Human InteractionsItem Enhancing the learning of students with specific learning disabilities in resource rooms : an educational game to teach the concepts of expansion and contraction(Lusofona University, 2025-02-27) Yaman, Havva; Er Nas, Sibel; HEI-LAB (FCT) - Digital Laboratories for Environments and Human Interactions; CICANT (FCT) - Centro de Investigação em Comunicação Aplicada, Cultura e Novas TecnologiasThe purpose of this study is to demonstrate how resource rooms for the concepts of "expansion" and "contraction" may be enhanced with educational games. The study focuses on how the game's included features might affect social skills and cognitive development of students and highlights the game arrangements for students with specific learning disabilities. For educational equity and social justice pedagogy for all science learners, it is crucial to support students with specific learning disabilities in their study of science. A new educational material for resource rooms to teaching and learning is designed, based on effective educational game features. Playing the Carpet game can improve knowledge of expansion and contraction concepts and increase awareness of real-world applications of these concepts. Creating specific educational materials helps to clarify how science education teachers can improve a resource rooms for students with specific learning disabilities. It is highly possible that the game can be readily modified with only minor adjustments for any other educational level, nation, or set of conditions. Future studies should create comparable sample games and share them with stakeholders (such as science teachers, physics teachers, special education teachers, and science/physics academicians) because this study proposes to design the game of the "expansion” and “contraction” concepts.Item Existential love : romance in single-player RPGs(Lusofona University, 2025-02-27) Anand, Anubhav; Kumar, Ajay; HEI-LAB (FCT) - Digital Laboratories for Environments and Human InteractionsThe impact of romantic interactions within the game world varies significantly, especially in RPGs due to their intricately detailed worlds. Unlike linear games where romance unfolds passively through cutscenes, exerting minimal influence within game world, RPGs that offer high player agency create an immersive virtual environment that resonates with existential tenets. The choices made by players in terms of romance can have significant repercussions, haunting the player throughout the game. These games often feature complex and realistic love mechanics, offering a diverse range of experiences akin to real life, including inclusivity and infidelity. Many modern RPGs offer path-specific romance options, acknowledging that not all characters will be equally charismatic to every player as individuals have varied dispositions. Video games with high agency allow players to exercise authenticity and make decisions that align with their individuality. This article explores how these variables manifest in the context of romance in single-player RPGs. Keywords: In-game Romance, Choices and Consequences, Existentialism, Game-mechanics of Love, AuthenticityItem Huizinga and "everything is play" : a thinly veiled formalist temptation : a critique(Lusofona University, 2025-02-27) Antunes, Paulo; HEI-LAB (FCT) - Digital Laboratories for Environments and Human InteractionsThis article critically examines the concept of formalism in game studies, with a particular focus on Johan Huizinga's notion of "play" and its relationship with "game." It argues that while Huizinga's concept has been influential in shaping the understanding of "play," it tends to prioritize formalistic and metaphysical interpretations over broader socio-cultural contexts. By conflating "play" and "game," Huizinga's framework overlooks important tensions between notions of freedom, historicity, and formalism within game studies. The article suggests that a more nuanced understanding of "play" is needed, one that integrates considerations of rules, themes, and contexts, moving beyond metaphysical categorizations. Through this critical analysis, the article aims to contribute to ongoing discussions in game studies and encourage further exploration of the multifaceted nature of games in contemporary society. Keywords: "Formalism;" "Freedom;" "Game;" "Historicity;" "Metaphysics."Item Sketch first, play later : allowing illustration to influence game design in board games(Lusofona University, 2025-12) Paz, Anni; HEI-LAB (FCT) - Digital Laboratories for Environments and Human InteractionsEvery designer has their method when designing a game, be it a video game, boardgame or even an alternative controller game (or anything else that fits in the middle). There are multiple methods to choose from, designers tend to stick with the methods they have been taught or the more popular ones, while some prefer to explore to find something that makes more sense for them by exploring alternatives. One of the many alternative approaches to game design is starting from the illustration, which can be somewhat unconventional since visuals are the last thing to be produced, but starting from the end can aid the design process by setting a theme from the beginning to serve as an anchor for the mechanics and narrative present in the game. Various boardgames have utilised this approach with multiple levels of success, Scythe designed by Jamey Stegmaier and published by Stonemaier Games in 2016, is an example where the design started from the illustration. The illustrations created by Jakub Rozalski inspired the creation of the narrative for the game and inspired certain game mechanics. Games such as Sleeping Gods, designed by Ryan Laukat and published by Red Raven Games, and Flamecraft, designed by Manny Vega and published by Cardboard Alchemy, are other examples where the illustration has either been what kickstarted the design process or has heavily influenced the final game. Having these examples leads to an investigation of better understanding of how illustration can originate the design of a boardgame or influence its design process, to achieve this some game designers have been invited to participate in an interview to gather intel to understand the validity of this approach, its flaws and how designers from different background utilise illustration while creating a boardgame.