Micael Sousa

Dr. Micael Sousa

orcid
https://msseriousgames.com/

Research Focus & Metrics

Academic Career Length

14Years (2013-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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27 December 2019
Verified
Book Chapter
Closed access
PDF file
Micael SousaMicael Sousa
Micael Sousa
EBEdgar Bernardo
Edgar Bernardo

4 June 2021 in International Journal of Serious Games
Verified
Journal Article
Open access
Micael SousaMicael Sousa
Micael Sousa
Modern board games are booming, exploring new design elements, and providing dynamics that can support unique experiences. Serious game approaches can benefit from these insights and novelty. With the appropriate adaptation, modern board games may become flexible and cheaper ways to use and prototype serious games. Exploring these games and player engagement can support digital game design. Digital game designers may learn from modern board games to playtest player engagement and build prototypes for their serious games. This paper describes an experience with several adapted modern board games aiming to create a “Light Collaborative Ideation Process”, supported by the “Engagement Design” model and “The big five personality traits”. The game session objectives concerned fostering collaboration and ideation among participants in an informal meeting. The session successfully supported the potential of using modern board games, although showing the limitations and future developments required to benefit from the modding approach.

26 July 2023 in Simulation & Gaming
Verified
Journal Article
Open access
LCLiam Cross
Liam Cross
APAndrea Piovesan
Andrea Piovesan
Micael SousaMicael Sousa
Micael Sousa
PWPeter Wright
Peter Wright
GAGray Atherton
Gray Atherton
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, preferences and motivations. An anonymised version of this data set is provided alongside this work for game designers and academics to explore further and cross-reference relationships between demographics and preferences/motivations. Considering that a quarter of the sample were neurodivergent (i.e. reported at least one mental health or neurodevelopmental condition) the dataset could also help clinicians who use board games as interventional tools. We hope this dataset (https://osf.io/tu8yq) will be helpful to board game designers, clinicians, educators, teachers, therapists and researchers interested in utilising board games to make informed choices about which games they use.

31 May 2022 in International Journal of Serious Games
Verified
Journal Article
Open access
PDF file
Micael SousaMicael Sousa
Micael Sousa
AAAntónio Pais Antunes
António Pais Antunes
NPNuno Pinto
Nuno Pinto
NZNelson Zagalo
Nelson Zagalo
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.

1 April 2020
Verified
Conference Paper
Closed access
Micael SousaMicael Sousa
Micael Sousa
Board games were reinvented, and the new designs are creating growing interest in consumers. The new games provide alternative options to create serious games and may also inspire gamification designs, suited for engineering education and training. This paper describes the process of testing three modern board games: Steam, Codenames and Just One. The games were adapted to address the curricula of two civil engineering lectures, serving as a first test in order to identify the characteristics of modern board games and how they can be transformed into serious games.

28 February 2022 in Simulation & Gaming
Verified
Journal Article
Closed access
Micael SousaMicael Sousa
Micael Sousa
António Pais AntunesAntónio Pais Antunes
António Pais Antunes
NPNuno Pinto
Nuno Pinto
Nelson ZagaloNelson Zagalo
Nelson Zagalo
Objective: Public participation has benefited from innovative engagement tools that facilitate the negotiation between diverse sets of stakeholders with different planning perspectives. Our objective is to test and evaluate the use of a fast Serious Game (SG) to support a participation process in the context of a conference on urban mobility. We also aim to explore how these analogue games engage Player Participants (PPs) and Non-Player Participants (NPPs). Methodology: We developed an empirical approach where a fast analogue planning game was designed and deployed to support discussions during a conference on sustainable mobility. The game resulted from modding existing modern board games. We combined several game mechanisms and components with an urban map, following the Design, Play, Experience (DPE) framework for SG development. The low-tech game was available to Player Participants (PPs) and displayed in a way Non-Playing Participants (NPPs) could participate indirectly. Results: The proposed SG engaged PPs and NPPs. PPs immediately started to plan the local transport system establishing a collaborative dynamic. NPPs participated by helping PPs, providing them with their expert and local knowledge. The simplicity of the game and the way it was displayed contributed to the engagement of PPs and NPPs. Conclusion: Our findings show that layout configurations and facilitation techniques with analogue games can foster the participation of PPs and NPPs. Low-tech analogue SGs can be useful when resources are low, SG experience is reduced, and fast solutions for citizen and stakeholder engagement are necessary.