Intro This paper reports the demographics of a large sample of board gamers and their in-game mot... more Intro This paper reports the demographics of a large sample of board gamers and their in-game motivations and preferences. Methods We report the specific preferences of 1603 board gamers (i.e. preferred platform, mechanics, style, theme, player count and game length) and player demographics, i.e. age, gender, education level as well as neurodivergence in this population. Participants were sampled via board game groups and game distributor mailing lists. Results Findings confirmed previous assumptions that board gamers are primarily middle-aged, university/college-educated, white males. We show that most gamers identify as mid-core/core with a preference for shorter, competitive Euro games. They tend to prefer in-person play with 3-4 players. However, a sizeable portion of the sample did not fit this description, showing a more complex picture. Discussion Results describe the population's demographics and detailed description of gamers preferred, mechanics, themes, components, pr...
Modern board games are changing the way people play analogue face-to-face multiplayer games. One ... more Modern board games are changing the way people play analogue face-to-face multiplayer games. One of the novelties of this trend is the growing prevalence of games that offer collaborative gameplay. These cooperative games have been instrumental in shifting the demographic of players, attracting individuals who prefer engaging in constructive interactions rather than destructive confrontations. Likewise, playing cooperative games demand specific players' skills which can be associated with the concept of soft skills. Training these skills through modern cooperative board games, whether by modifying existing games or developing new ones as serious games or using gamification approaches, holds promising potential. To test the perception of students playing cooperative modern board games for the first time, we organized a one-day play session in a school environment, specifically in a classroom with the support of the students’ teachers. Over a period of six hours (three in the morn...
The unique characteristics of games have led scientific research to increasingly focus on their p... more The unique characteristics of games have led scientific research to increasingly focus on their potential role in learning processes. Currently, their effectiveness in fostering experiential learning and skill acquisition in several areas is already supported by the existing evidence, mainly about the potential of digital games. Paradoxically, the current post-digital era seems to have led to a growing popularity of analog games. The present Systematic Literature Review aimed to map the existing literature on the potential of board, tabletop, or other analog games in learning processes. It intended to systematize the contemporary state of the art (2012–2022) around the pedagogical role of these games, their effectiveness, the promoted learning outcomes, the methodological aspects of the interventions, the used games—including mechanics and other characteristics—and the current discussions around inclusion and accessibility in analog game-based learning. Adopting the PRISMA methodolo...
The unique characteristics of games have led scientific research to increasingly focus on their p... more The unique characteristics of games have led scientific research to increasingly focus on their potential role in learning processes. Currently, their effectiveness in fostering experiential learning and skill acquisition in several areas is already supported by the existing evidence, mainly about the potential of digital games. Paradoxically, the current post-digital era seems to have led to a growing popularity of analog games. The present Systematic Literature Review aimed to map the existing literature on the potential of board, tabletop, or other analog games in learning processes. It intended to systematize the contemporary state of the art (2012–2022) around the pedagogical role of these games, their effectiveness, the promoted learning outcomes, the methodological aspects of the interventions, the used games—including mechanics and other characteristics—and the current discussions around inclusion and accessibility in analog game-based learning. Adopting the PRISMA methodolo...
Identidades e dinâmicas de reconfiguração urbana na Era Digital, 9ª Conferência da Rede Lusófona de Morfologia Urbana, 2020
Apesar do domínio das tecnologias digitais, a indústria dos jogos de tabuleiro continua a desenvo... more Apesar do domínio das tecnologias digitais, a indústria dos jogos de tabuleiro continua a desenvolver-se,alimentada por nossos designs e constante inovação. Os jogos de tabuleiro modernos cativam cada vez mais pessoas, apesar da pandemia de COVID-19. Nesses jogos os temas das cidades são recorrentes,assumindo-se como artefactos com recursos próprios de representação de cidades e suas morfologias urbanas. Também no contexto português existem estes jogos, representando a morfologia de Lisboa,Coimbra e Porto de diferentes maneiras. Uma análise dos jogos internacionais sobre cidades e os três casos portugueses permite concluir que o tema das cidades pode ser muito cativante para os jogadores,mas nem sempre as representações morfológicas são exatas. Ainda assim, as possibilidades de utilizar o design dos novos jogos de tabuleiro para o estudo da morfologia urbana e apoio ao planeamento urbano através de processos de gamification e serious games são promissoras .
Games have proven to be engaging tools for learning. Digital games dominate, but analog games are... more Games 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 ongoing 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.
Serious games are being developed in many fields of research and proving to be valuable practical... more Serious games are being developed in many fields of research and proving to be valuable practical tools. In the planning field, games can help approach complexity and engage more participants through first-person experimentation. This paper presents an overview of the main strengths, limitations of applying serious games in Spatial Planning. The paper also discusses available support frameworks. And it proposes some guidelines for researchers and practitioners that want to profit from game usage. Serious Games can be powerful tools but can easily lead to failure processes, which demand previous systematic analysis of what planners may do and expect from games.
Intro This paper reports the demographics of a large sample of board gamers and their in-game mot... more Intro This paper reports the demographics of a large sample of board gamers and their in-game motivations and preferences. Methods We report the specific preferences of 1603 board gamers (i.e. preferred platform, mechanics, style, theme, player count and game length) and player demographics, i.e. age, gender, education level as well as neurodivergence in this population. Participants were sampled via board game groups and game distributor mailing lists. Results Findings confirmed previous assumptions that board gamers are primarily middle-aged, university/college-educated, white males. We show that most gamers identify as mid-core/core with a preference for shorter, competitive Euro games. They tend to prefer in-person play with 3-4 players. However, a sizeable portion of the sample did not fit this description, showing a more complex picture. Discussion Results describe the population's demographics and detailed description of gamers preferred, mechanics, themes, components, pr...
Modern board games are changing the way people play analogue face-to-face multiplayer games. One ... more Modern board games are changing the way people play analogue face-to-face multiplayer games. One of the novelties of this trend is the growing prevalence of games that offer collaborative gameplay. These cooperative games have been instrumental in shifting the demographic of players, attracting individuals who prefer engaging in constructive interactions rather than destructive confrontations. Likewise, playing cooperative games demand specific players' skills which can be associated with the concept of soft skills. Training these skills through modern cooperative board games, whether by modifying existing games or developing new ones as serious games or using gamification approaches, holds promising potential. To test the perception of students playing cooperative modern board games for the first time, we organized a one-day play session in a school environment, specifically in a classroom with the support of the students’ teachers. Over a period of six hours (three in the morn...
The unique characteristics of games have led scientific research to increasingly focus on their p... more The unique characteristics of games have led scientific research to increasingly focus on their potential role in learning processes. Currently, their effectiveness in fostering experiential learning and skill acquisition in several areas is already supported by the existing evidence, mainly about the potential of digital games. Paradoxically, the current post-digital era seems to have led to a growing popularity of analog games. The present Systematic Literature Review aimed to map the existing literature on the potential of board, tabletop, or other analog games in learning processes. It intended to systematize the contemporary state of the art (2012–2022) around the pedagogical role of these games, their effectiveness, the promoted learning outcomes, the methodological aspects of the interventions, the used games—including mechanics and other characteristics—and the current discussions around inclusion and accessibility in analog game-based learning. Adopting the PRISMA methodolo...
The unique characteristics of games have led scientific research to increasingly focus on their p... more The unique characteristics of games have led scientific research to increasingly focus on their potential role in learning processes. Currently, their effectiveness in fostering experiential learning and skill acquisition in several areas is already supported by the existing evidence, mainly about the potential of digital games. Paradoxically, the current post-digital era seems to have led to a growing popularity of analog games. The present Systematic Literature Review aimed to map the existing literature on the potential of board, tabletop, or other analog games in learning processes. It intended to systematize the contemporary state of the art (2012–2022) around the pedagogical role of these games, their effectiveness, the promoted learning outcomes, the methodological aspects of the interventions, the used games—including mechanics and other characteristics—and the current discussions around inclusion and accessibility in analog game-based learning. Adopting the PRISMA methodolo...
Identidades e dinâmicas de reconfiguração urbana na Era Digital, 9ª Conferência da Rede Lusófona de Morfologia Urbana, 2020
Apesar do domínio das tecnologias digitais, a indústria dos jogos de tabuleiro continua a desenvo... more Apesar do domínio das tecnologias digitais, a indústria dos jogos de tabuleiro continua a desenvolver-se,alimentada por nossos designs e constante inovação. Os jogos de tabuleiro modernos cativam cada vez mais pessoas, apesar da pandemia de COVID-19. Nesses jogos os temas das cidades são recorrentes,assumindo-se como artefactos com recursos próprios de representação de cidades e suas morfologias urbanas. Também no contexto português existem estes jogos, representando a morfologia de Lisboa,Coimbra e Porto de diferentes maneiras. Uma análise dos jogos internacionais sobre cidades e os três casos portugueses permite concluir que o tema das cidades pode ser muito cativante para os jogadores,mas nem sempre as representações morfológicas são exatas. Ainda assim, as possibilidades de utilizar o design dos novos jogos de tabuleiro para o estudo da morfologia urbana e apoio ao planeamento urbano através de processos de gamification e serious games são promissoras .
Games have proven to be engaging tools for learning. Digital games dominate, but analog games are... more Games 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 ongoing 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.
Serious games are being developed in many fields of research and proving to be valuable practical... more Serious games are being developed in many fields of research and proving to be valuable practical tools. In the planning field, games can help approach complexity and engage more participants through first-person experimentation. This paper presents an overview of the main strengths, limitations of applying serious games in Spatial Planning. The paper also discusses available support frameworks. And it proposes some guidelines for researchers and practitioners that want to profit from game usage. Serious Games can be powerful tools but can easily lead to failure processes, which demand previous systematic analysis of what planners may do and expect from games.
Modern board games and modern urban play: Design and interaction advantages to foster social and ... more Modern board games and modern urban play: Design and interaction advantages to foster social and participatory planning. Modern board games and modern urban play: Design and interaction advantages to foster social and participatory planning.
Uma das opções para desenvolver a educação emocional consiste na aplicação dos princípios dos Ser... more Uma das opções para desenvolver a educação emocional consiste na aplicação dos princípios dos Serious Games, adaptando jogos existentes, o que permite gerar atividades lúdicas que exploram as dimensões emocionais através do storytelling. Na era dos jogos de tabuleiro modernos, este trabalho pretende indicar alguns caminhos para a sua compreensão como ferramentas de utilização para a educação emocional, de um modo que seja fácil, flexível e adaptável.
III Congresso Internacional Educação, Ambiente e Desenvolvimento, 2019
Resumo Na educação ambiental, como em todas as áreas educativas, tem surgido a ne-cessidade cresc... more Resumo Na educação ambiental, como em todas as áreas educativas, tem surgido a ne-cessidade crescente de encontrar novas ferramentas capazes de melhorar as ex-periências de aprendizagem. Uma das tendências passa pela utilização de jogos, pela ludificação de atividades educativas para as tornam mais divertidas, e as-sim cativantes para cada público-alvo. A aplicação dos princípios dos Serious Games implicam que se utilize jogos capazes de transmitir aquilo que se pretende aprender de forma séria. Tendo em conta que estamos a assistir neste momento a uma nova era de desenvolvimento e design de jogos de tabuleiro, ditos moder-nos, este trabalho pretende indicar caminhos para a sua utilização como ferra-mentas de fácil utilização, altamente flexíveis, para a educação ambiental. Palavras-chave: Jogos de Tabuleiro; Serious Game; Educação Ambiental. Abstract In environmental education, as in all educational areas, there has been a growing need to find new tools to improve learning experiences. One of the trends is the use of games in educational activities, to make them more fun, and thus captivating the target audience. The application of the principles of the serious game means that games can transmit serious knowledge by doing fun and engaging activities. Taking into account that we are now witnessing a new era of development and design of modern board games, this work intends to indicate ways to use them as user-friendly and highly flexible tools for environmental education. O potencial educativo dos jogos Os jogos despertam curiosidade, interesse e geram atividades promotoras de ale-gria e felicidade. Ao fazerem isso, preparam-nos para a vida, lançando desafios que temos de ultrapassar de forma divertida. Ensinam-nos a analisar ambientes, o espaço e permitem fazer projeções. Os jogos criam modelos da realidade, mais ou menos hipotéticos, apenas limitados pela criatividade dos seus autores e utili-zadores. Ajudam a perceber as consequências das ações tomadas no contexto de jogo. Essas consequências geram potencial de aprendizagem, podendo ser gradu-ais, fruto de sequências encadeadas que podem ser progressivamente mais desa-fiantes. Assim os jogos são poderosas ferramentas de resolução de problemas, com forte componente pedagógica, pois é possível testar, experimentar sem as conse-quências negativas e dispendiosas da experimentação real. O prazer de jogar ad-vém também do sentido de progressão e de acumulação de experiência e saber (Jarvinen, 2009). Os jogos relacionam-se com o saber-fazer, sendo sinónimos de atividades práticas educativas e formativas, onde facilmente podemos quantificar o nível de progressão e assim de aprendizagem através deles. Quando os jogos são sociais e criativos potenciam múltiplas competências sociais e cognitivas. Através dos jogos podemos absorver informação e competências de forma inconsciente
Este trabalho surge no âmbito da unidade curricular de Economia do Ambiente, em contexto de progr... more Este trabalho surge no âmbito da unidade curricular de Economia do Ambiente, em contexto de programa doutoral, realizado na Faculdade de Ciência e Tecnologia da Universidade de Coimbra. Pretende ser um texto introdutório e descritivo sobre a oportunidade e problemática de utilização de jogos de tabuleiro modernos como ferramentas de serious gaming para abordar e simular temas reais, neste caso sobre o mercado das emissões de CO2, através do jogo “CO2: second Chance”. Utilizaram-se também alguns jogos, do tipo, “party game” no sentido de testar a sua utilização como ferramentas de debate e exploração de conceitos abordados nos conteúdos programáticos da unidade curricular em causa.
There seems to exist a crisis in participation. Not that citizens do not wish to participate in c... more There seems to exist a crisis in participation. Not that citizens do not wish to participate in collective and public affairs. But, in contemporary societies, there is a sense of urgency and too many things competing for the time and attention of the individuals. Citizens demand higher participation levels and effectiveness, and that participation results are consequent. Planning practitioners are struggling to find new methods to address these demands. Planners are also exploring new data collection methods to improve their planning practices. Collaborative planning approaches have been tested, at least in the past three decades, requiring new methods to increase participation levels and propose processes where the participants can generate effective results. Participation without consequent outcomes is a problem that planners, politicians and other decision-makers must account for. Serious games have been used as support tools for these planning approaches to foster participation and to collect data that would be difficult to obtain by other means. The present thesis explores how modern board games can support serious games for collaborative urban and spatial planning and deal with urban complexity. First, it tries to find the state of the art of games used in planning, identifying the associated literature. Then it also explores the state of the art of modern boardgames related to city and territory building, going deep into the game elements like the game mechanisms and their representations. Then several practical case studies show the development process and results of several analogue serious games, including a digital adaptation. The focus on analogue games results from the demand for easy and inexpensive methods to deliver serious games. Analogue games are the simplest and most probable starting points for planners wishing to use games as tools for planning approaches. Also, modern board games are a worldwide trend that engages a continuously growing number of gamers each year, and among these games, many are about urban simulations or real cities. The thesis explores several serious game application cases for planning and identifies their strengths and limitations. Proposes a guide of game mechanisms to select and combine to build analogue serious games. By exploring the development process of several original analogue serious games for urban planning, for different case studies, it shows the challenges, pitfalls, and results of practical implementations with reals users (participants) for real planning problems. Among those, the UrbSecurity (Urbact) case is about a participatory planning process to improve the urban safety and security of the historical city centre of Leiria (Portugal). In the case of the Municipality of Marinha Grande (Portugal), a collaborative analogue game was compared to an optimization software to plan the elementary network of schools. The comparison revealed how individuals and human interaction brings other dimensions not considered in the model. These two cases were only possible because other serious game approaches were tested before with students and other planning experts, testing game mechanisms, human interactions, and dealing with game outcomes. Developing the games required considerable game design knowledge and facilitation skills, which can be challenging for planners wishing to explore game-based planning.
Assumiu-se que o presente referencial deveria ser mais que um mero compêndio de exemplos de proce... more Assumiu-se que o presente referencial deveria ser mais que um mero compêndio de exemplos de processos de gamificação. Apresentar e elencar casos concretos pode facilitar a leitura e a argumentação de que a gamificação compensa e marca a diferença como ferramenta para utilizar no ensino. No entanto, se não optássemos por uma introdução ao estudo e design de jogos, dificilmente poderíamos esperar que os leitores pudessem eles ser mesmos criadores deste tipo de processos. Ainda assim, devemos ressalvar que a aplicação de jogos está longe de ser uma brincadeira. Os efeitos de aplicação da gamificação podem ser experiências positivas e divertidas, mas o desenvolvimento e aplicação destes processos obriga a uma profunda sistematização e avaliação. Tratando-se de atividades experiências para serem utilizadas por pessoas, atender ao lado comportamental e emocional é imperativo. Caso contrário, arriscamos perigos éticos e causar danos nos utilizadores das nossas ferramentas. Nos seguintes capítulos iremos conduzir o leitor pela introdução ao estudo dos jogos, ao design de jogos, aos conceitos e definições fundamentais para introduzir a gamificação. Vamos ensaiar opções que vão além dos típicos “pontos, quadros de líderes, crachás e prémios”. Vamos propor elementos de construção da gamificação e apresentar algumas ferramentas práticas que o leitor poderá começar a utilizar, alertando para as dimensões humanas destes processos.
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Papers by Micael Sousa
The present thesis explores how modern board games can support serious games for collaborative urban and spatial planning and deal with urban complexity. First, it tries to find the state of the art of games used in planning, identifying the associated literature. Then it also explores the state of the art of modern boardgames related to city and territory building, going deep into the game elements like the game mechanisms and their representations. Then several practical case studies show the development process and results of several analogue serious games, including a digital adaptation. The focus on analogue games results from the demand for easy and inexpensive methods to deliver serious games. Analogue games are the simplest and most probable starting points for planners wishing to use games as tools for planning approaches. Also, modern board games are a worldwide trend that engages a continuously growing number of gamers each year, and among these games, many are about urban simulations or real cities.
The thesis explores several serious game application cases for planning and identifies their strengths and limitations. Proposes a guide of game mechanisms to select and combine to build analogue serious games. By exploring the development process of several original analogue serious games for urban planning, for different case studies, it shows the challenges, pitfalls, and results of practical implementations with reals users (participants) for real planning problems. Among those, the UrbSecurity (Urbact) case is about a participatory planning process to improve the urban safety and security of the historical city centre of Leiria (Portugal). In the case of the Municipality of Marinha Grande (Portugal), a collaborative analogue game was compared to an optimization software to plan the elementary network of schools. The comparison revealed how individuals and human interaction brings other dimensions not considered in the model. These two cases were only possible because other serious game approaches were tested before with students and other planning experts, testing game mechanisms, human interactions, and dealing with game outcomes.
Developing the games required considerable game design knowledge and facilitation skills, which can be challenging for planners wishing to explore game-based planning.