
Luciana LimaInteractive Technologies Institute
Luciana Lima
Psychology. PhD
Researcher
About
13
Publications
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11
Citations
Introduction
LUCIANA LIMA is a psychologist and a researcher at ITI (Interactive Technologies Institute/LARSyS). Her academic background includes Arts, Social Psychology, and Educational Sciences. She is the co-creator of the research project entitled Game Art and Gender Equity (GAGE). She has published several articles and book chapters on the integration and participation of women in the Portuguese digital games industry.
Skills and Expertise
Additional affiliations
November 2022 - present
Interactive Technology Institute
Position
- Researcher
Description
- Over the next six years, I would like to carry out a broad research that seeks to provide a comprehensive and informed assessment of the possible progress, gaps and challenges of gender equality in the Portuguese game industry. In particular, I intend to examine how women are being integrated into the collaborative work of digital game development and production in Portugal.Over the next six years, I would like to carry out a broad research that seeks to provide a comprehensive and informed asse
Publications
Publications (13)
In this paper, we describe the results of a research in progress that seeks to analyze gender asymmetries in the digital games sector in Portugal. The results of its first phase indicated that the percentage of girls enrolled in digital games courses is significantly lower than the percentage of boys. This suggests that tertiary training in digital...
O livro centra-se no mapeamento da representação feminina na indústria portuguesa de jogos digitais. O propósito fundamental desta investigação é fornecer uma avaliação abrangente e bem fundamentada das lacunas, dos progressos e dos desafios da paridade de género nesse campo profissional. Esta obra está organizada em duas partes. A primeira parte r...
Historical narratives on the global digital games industry tend to neglect perspectives from the periphery. This paper contributes insights into the digital games piracy of the 1980s in Portugal, which was an integral part of early home computing culture as in other parts of the world. The paper is based on the content analysis of two Portuguese co...
Historical narratives on the global digital games industry tend to neglect perspectives from the periphery. This paper contributes insights into the digital games piracy of the 1980s in Portugal, which was an integral part of early home computing culture as in other parts of the world. The paper is based on the content analysis of two Portuguese co...
The digital transition based on fostering gender equality involves identifying the factors that attract and distance women from technological areas. We looked at this problem from the digital games industry perspective. Since 2019, we have been researching women’s participation and integration in this sector in all lines of intervention, from profe...
This chapter shows some results of an arts-based qualitative research. It aims to identify the immediate effects of COVID-19 for women employed in the Portuguese digital games industry. We identify changes in their routines during and after the lockdown in Portugal. Between September and October 2020, nine Portuguese women who had employment contra...
Each technology is developed within a specific context and related to different social fields. This paper offers a historical analysis of the beginnings of press narratives about computer games in Portugal during the establishment of democracy and its entry into the European Economic Community in the 1980s. It focuses on the narratives created by t...
Image apprehension is a dynamic biological process where our brain receives data and converts it according to previous memories. To experience and understand images, we take simultaneously the role of observers and subjects in action. Our perception is embodied and situated in a world that can be both real and virtual. We receive images all around...
This chapter presents experiences in using gaming and interactive media in higher education environments since 2017 culminating in the 2020/21 years when the COVID-19 pandemic forced teachers and students to adopt different work methodologies. Participatory design strategies merged with a tradition of critical and interdisciplinary studies in human...
As more and more people worldwide play online games, identifying how games can help or harm players' mental health can be helpful for researchers and clinicians developing digital therapies through gaming. This chapter summarizes a scoping review focused on the relationship between digital games and mental health in the last decade. This type of re...
The deep gender gap present in the digital games sector can be seen as a revealing function of gendered spaces. As such, it is essential to analyze the genderization's micro-processes in these specific contexts. This paper will explore the possible causes of female under-representation in the gaming sector through data collected in the qualitative...
The 1st SEVj - Seminar on Teaching Video Games - took place on September 13, 2019, organized by the Portuguese Society of Video Game Sciences and the LabTE of the Faculty of Psychology and Education Sciences of the University of Coimbra, Portugal. The event aimed to bring together the national community that teaches about video games to promote syn...