Nelson Zagalo

Nelson Zagalo
University of Aveiro | UA · Department of Communication and Art

Interactive Media PhD
Scientific Coordinator of DigiMedia, the Digital Media and Interaction Research Centre at University of Aveiro

About

151
Publications
63,870
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468
Citations
Introduction
I've been researching the design of interactive experiences for the past 15 years, now I'm focused on engagement design within three dimensions: games, creativity and narrative.
Additional affiliations
September 2017 - present
University of Aveiro
Position
  • Professor (Associate)
October 2006 - August 2017
University of Minho
Position
  • Professor (Assistant)
September 2002 - September 2006
University of Aveiro
Position
  • Researcher
Education
September 2002 - July 2007
University of Aveiro
Field of study
  • Communication Technologies

Publications

Publications (151)
Book
Interactive media designers have been discussing modes to optimize interaction design beyond mere usability. With the arrival of Emotional Design followed by the success of the User Experience (UX) approaches, the discussion continued and augmented. Experience has become a complex buzzword, which is more about the subject’s experience than the prod...
Article
Full-text available
In this article we discuss the emergence of the domain of narrative design in the development of video games, we define the concept departing from the domain of experience design in Human-Computer Interaction and propose a model for the creative approach to the production of narrative in the video games that it intends to give support to narrative...
Article
Full-text available
This article addresses multimodality and expressivity in digital games, from the perspective of audiovisual communication, discussing essential critical dimensions regarding game literacy and experience. An overview on how we make meaning from audiovisual media is presented, to frame the focus on the multimodal cognitive nature of digital games. Af...
Chapter
Full-text available
Portuguese video game history is mainly characterized by the production of various highly interesting games and game technologies, but ones without international consequence. This means that from 1982 to 2012, we can find highlights in every five-year period; however, these hardly relate to each other, thus failing to grow and empower a Portuguese...
Book
This edited book discusses the exciting field of Digital Creativity. Through exploring the current state of the creative industries, the authors show how technologies are reshaping our creative processes and how they are affecting the innovative creation of new products. Readers will discover how creative production processes are dominated by digit...
Article
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 and limitations of applying serious games in spatial planning and...
Preprint
Without a cure for dementia, researchers are focusing on reminiscence therapy, which effectively improves patients' quality of life. The use of virtual reality as a complement to this non-pharmacological therapy could help mitigate the loss of oral communication competencies in people with dementia. This literature review aimed to investigate the e...
Article
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 al...
Presentation
Full-text available
Keynote for the 1er Congreso Internacional de DiGRA España 2021, delivered at Barcelona, in December 16, 2021.
Chapter
There are no recipes or rules to develop games, any more than there are to develop stories. Our aim was to develop a serious game with the goal of promoting discussion and awareness among children around nutrition: FlavourGame. For this purpose, we needed not only to design game mechanics, but also to create a narrative that provided meaning to the...
Article
Full-text available
Even a cursory glance at scholarly literature from over a decade ago related to games can show authors variously prefacing their contributions with explanations of the newness of games, the impressive growth of the digital games industry, and the interdisciplinary nature of games [...]
Chapter
Since their dawn in the USA and Japan, digital games have mostly explored escapism. Europe followed the same trend for a long time, but for the past decade European digital games have started to move towards realism and then naturalism. This chapter traces the universe of recent dramatic European digital games by analysing their aesthetic approache...
Conference Paper
FlavourGame is a hybrid board game that falls into the serious games category, which aims to promote discussion and awareness among children about the right choices in their nutrition. As part of this project, the design of the characters that make up the game’s narrative was developed. This process involved, in a first phase, a small literature re...
Chapter
There are no perfect recipes to develop a game, even less for creating an effective serious game. Nevertheless, it is crucial to employ methods and protocols to that ensure certain criteria and goals are met during their development. For that intention, we propose the Mechanics for Engagement Design Protocol (MEDP), a procedure that emerges from th...
Article
Full-text available
This paper examines the methods and systems of game design from the standpoint of existing method proposals failing to establish a common basis for systematizing design knowledge, which this paper aims to help resolve. Game design has often been subsumed by game development and associated disciplines, and game design methodology has often been subs...
Chapter
Full-text available
Peripheral Interaction is a fairly new area of interaction that arises as a way to reduce the less positive effects of the omnipresence of technology in the daily life of users, through the use of the human capacities of attention. In a predominantly technological era, the development of a new form of interaction that is less evasive and closer to...
Book
Full-text available
O livro Multimédia, Novos Média e Média Digitais surge da necessidade de inscrever um conjunto de conceitos e princípios caros ao ensino da Multimédia em Portugal. Ao longo da última década, a agência nacional de acreditação do ensino superior, a A3ES, foi chamada a intervir e avaliar todos os cursos do ensino superior, politécnico e universitário,...
Presentation
Full-text available
Keynote at the IV Conference ISCAR Ibérico, Madrid, May 10, 2021 Communication processes, with their theories and methodologies, are very important in understanding what happens during the experience of an interactive artefact. Of course, the analysis of the experience while being designed gives feedback to the designer and helps in refining it....
Presentation
Full-text available
Communication made at ISCAR Ibérico IV, May 10, 2021, Madrid, Spain.
Presentation
Full-text available
Keynote delivered at Conference 2021. University of Beira Interior, Covilhã, Portugal, April 22, 2021
Chapter
Video games are one of the mainstays of audiovisual production and entertainment activities for society. Every year many games are released on the market, which means an evolution for this industry in constant growth and adaptation. This article is part of a research, development and innovation project (R&D&I) that aims to document the process of p...
Chapter
In this paper we present and discuss the creative process behind a hybrid game, grounded in the research project “FlavourGame”. The research project is developing a serious game for kids aged 10–12 years old to generate discussion and sense-making around nutrition, more specifically everyday choices of nourishment and food. The main aim is to devel...
Presentation
Full-text available
Keynote delivered at the conference Mix & Match: Hibridismo e Transmaterialidade, at the Department of Languages and Cultures, University of Aveiro, January 27, 2021
Conference Paper
In health promotion, public communication campaigns have been used to promote the adoption of appropriate behaviors, or the prevention/ cessation of health risk behaviors. They are the result of marketing activities by health organizations (including research and government institutions), as part of a strategic communication. Serious games have a r...
Article
Full-text available
Welcome to the eighth issue of the Journal of Digital Media & Interaction (JDMI). For this issue we've assembled a set of six articles and one book review, approaching uses and dynamics of enjoyment of digital technologies, in the sense that digital media affect the way we consume informational content, the way we spend our time, and the ways we ha...
Conference Paper
A previous research about mobile games and children with Down syndrome left some questions about the relevance of the game story and how touch screen interfaces can be used to enhance the engagement of this audience. In this way, a systematic literature review was needed to find frameworks and guidelines to aid the development of mobile games for c...
Article
Full-text available
A comunicação de ciência consolidou-se como disciplina e atividade essencial para cientistas e unidades de investigação. Entre os esforços efetuados pelos vários atores no espaço público, a comunicação de ciência também precisa de ser realizada e alimentada a partir dos centros de investigação-plataformas que podem contribuir para a geração de conf...
Conference Paper
Full-text available
In this paper we intend to present a theoretical discussion on the definition and specificity of hybrid games and tangible experiences, grounded in the research project “FlavourGame”. The project is developing a serious game for kids aged 10–12 years old to generate discussion and sense-making around nutrition, more specifically everyday choices of...
Article
Full-text available
This paper showcases how the Contract Agency Model can be used to uncover literacy practices in videogame’s own terms as a complement to existing, more ‘indirect’ games literacies, using as an example the videogame Total War: Shogun 2.
Presentation
Full-text available
My book "Engagement Design: Designing for Interaction Motivations" has now been published by Springer. Knowing the importance that models have in the applied domains, but also understanding the speed at which everything goes, I decided to write this short text to introduce the book, namely, adding a short explanation about how the model can be used...
Chapter
In this final chapter, we present the full engagement design model, introducing the whole analysis model developed to work on the research carried out in both the literature and the empirical data supporting the model. Each of the three streams is then presented in contrast to different applications that make use of their principles, from which we...
Chapter
In this chapter, we discuss the different types of personalities, their mental models and their motivations, in order to find universal users for our engagement design model. Empirical data from video game motivations is interpreted and discussed from different angles using diverse psychological theories. All is then confronted with real personas (...
Chapter
We discuss the environments that bring together subjects and artefacts, defining what motivates human curiosity and motivation, and how these two cognitive processes operate together to put subjects in will mode. Even if the willingness comes from inside, it is produced through stimulus, through cognitive triggers found in environments surrounding...
Chapter
Interactive media artefacts are not just products; they work with messages and have specific needs beyond their design. However, the design impacts and transforms these messages. To improve the design of interaction of these media, we have approached experience as being studied in HCI. However, this demonstrated that it was not able to deliver the...
Chapter
In this chapter, we enter the discussion of the design of artefacts, their representational possibilities and approaches connected with our profiles and contexts. We present the representation divided into three main categories—symbolic, enactive and mimetic—from which we then build a discussion on the different impacts they have on interaction. Th...
Article
Full-text available
After a literature review published by Nascimento et. al. (2017), the research team noticed the lack of studies focused on game controllers’ accessibility during use by children with Down syndrome. In view of that, this research describes a mobile game development and its usability analyses, which were created to evaluate the accessibility of touch...
Book
This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019. The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses...
Chapter
With respect to the Walt Disney Pictures repertoire of the past few years, there has been a considerable increase in cinematographic adaptations from animation to live-action. We can identify different types of adaptations, from narrative modifications, extensions of the story, to the remakes of first versions. Contextualizing these sorts of transf...
Book
Full-text available
Welcome to the third issue of the Journal of Digital Media & Interaction (JDMI). For this issue we’ve assembled a set of seven articles, the first four articles being regular and the other three articles constitute a thematic dossier, which is the result of the Internet Day Seminar 2019 organized by DigiMedia / UA.
Poster
Full-text available
Estudos recentes apontam que o acesso a dispositivos móveis é universal para crianças dos zero aos oito anos e indicam os tablets como os dispositivos preferidos das crianças. A preferência associa-se à adequação à idade, devido à portabilidade, autonomia de utilização, interação multitouch e variedade de apps e jogos disponíveis nas app Stores, de...
Article
Full-text available
La digitalización afecta no sólo al consumo, sino también a la creación. Las historias no deben diseñarse solo para un medio (pantalla). Como creadores ya no sólo podemos pensar en un medio, sino que debemos pensar en su relación con el ecosistema de los medios, con independencia del futuro en el que nuestras creaciones se desarrollen, hoy en día e...
Book
Full-text available
Welcome to the second issue of the Journal of Digital Media & Interaction (JDMI). For this issue we’ve assembled a set of articles dedicated to discussions of the uses and impacts of social media in youth, and another group discussing game design and methodologies. We continue our mission to address digital communication technologies and its intera...
Article
Full-text available
This paper presents a novel descriptive model for agency in videogames as communication. Literature pertaining to interactive works including videogames has identified the need to overcome dyadic perspectives of communication in such works. Research specifically to do with agency has called for agency to no longer be confused with freedom of action...
Book
Full-text available
Este número especial da revista Estudos em Comunicação é dedicado à discussão de dados e resultados científicos apresentados no 4a encontro em "Narrativa, Media e Cognição" decorrido, no ano anterior, na Universidade da Beira Interior. O número inclui ainda contribuições de diversos autores que trabalham neste campo ou participaram em edições anter...
Book
Full-text available
Through this transdisciplinary and multilingual approach, the JDMI hopes to support the scientific community in defining the future of communication technologies, in particular all aspects related to digital media and all its dimensions of interaction.
Article
This article presents a body of work developed to focus on the development of innovative learning materials that promote young children's exploration and collaborative playful learning that have been deeply inspired by Seymour Papert. Through this contribution, we highlight how his research and published concepts have had a fundamental influence up...
Conference Paper
Full-text available
Resumo-O trabalho apresenta um estudo sobre o uso do jogo digital de construção de cidades "Città" como ferramenta que explora diferentes situações educacionais voltadas à problemática das cidades e da cidadania. O jogo está em consonância com uma proposta ambientalmente sustentável que estimula a resolução no coletivo, de problemas sociais das cid...
Conference Paper
Full-text available
Resumo-Neste artigo pretendemos abordar a relevância do brincar enquanto criador de pontes sociais e abstração cognitiva na primeira infância, mais particularmente em ambientes de jardim de infância. Partindo da necessidade de presença do brinquedo enquanto estimulador do brincar, apresentaremos uma discussão das atuais teorias e uma análise de um...
Chapter
Full-text available
A história dos videojogos enquanto meio de entretenimento tem mais de 40 anos. Contudo, ao longo da última década, por múltiplas razões, da tecnologia à transformação dos usos dos conteúdos audiovisuais, os videojogos tornaram-se ubí- quos nas comunidades. Se o cinema dominou toda a paisagem criativa popular no século XX, os videojogos posicionaram...
Article
Full-text available
Aware of all the problems videogames have faced trying to elicit sadness from its players, we decided to analyse the videogame Heavy Rain in virtue of its capabilities to induce sadness in the players. The game was studied under two different perspectives: the character’s non-verbal expressivity and the audiovisual artistic properties of the game....
Article
Full-text available
A 27 e 28 de outubro de 2016 tiveram lugar, no campus de Gualtar, Braga, as V Jornadas Doutorais em Comunicação e Estudos Culturais, or-ganizadas pelo Centro de Estudos de Comunicação e Sociedade (CECS) da Universidade do Minho. As Jornadas chamam estudantes de doutoramento e pós-doutora-mento em Comunicação e em Estudos Culturais a partilharem exp...
Article
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This article will describe the interactive sculpture Arbor in conceptual and operational terms, analyzing the relation developed with users, peering into the technology and the interfaces installed, checking the elapsed interventions and anticipating possible exploits. Arbor, due to its original concept, has had recreational and pedagogical approac...
Article
Full-text available
Com base num estudo realizado com alunos do 2o ciclo do ensino básico (CEB) ao ensino superior, apresentamos os principais elementos do design de videojogos que levam os jovens a jogar jogos digitais. A constante procura por nova informação nas pessoas é fundamental no modo como se realiza o design de videojogos, que por sua vez tem também em atenç...
Conference Paper
Full-text available
O objetivo principal deste artigo é analisar e identificar a forma como as marcas publicitárias conseguem chamar a atenção através de advergames, jogos digitais publicitários, abrangidos pela estratégia Branded Entertainment, um híbrido entre a publicidade e o entretenimento. Os advergames permitem veicular mensagens onde aliam a componente lúdica...
Chapter
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Transmedia Storytelling has lately become a buzzword, but the concept is still highly debated; as the media landscape is changing fast and radically, we are not yet fully able to grasp its potential and limitations. There are different groups that take part in the process of producing and consuming a transmedia story—mainly the media industry, the...
Book
Full-text available
O Encontro sobre Jogos e Mobile-Learning, o terceiro de uma série iniciada em 2012, é precedido pelo Simpósio Doutoral na área de Tecnologia Educativa. Depois de dois eventos que procuraram dar a conhecer novas ideias e abordagens na integração de dispositivos móveis em contextos educativos é chegado o momento de consolidar ideias e apontar caminho...
Article
Full-text available
O presente artigo tem como principal objetivo identificar se as marcas publicitárias usaram jogos digitais publicitários, também conhecidos como advergames, nas suas campanhas publicitárias, no período compreendido entre 2005 e 2015. Sabemos que as marcas publicitárias utilizam conteúdos e ferramentas de entretenimento para poderem promover a sua m...
Article
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The video game history can be traced to history that goes hand in hand with the history of modern computing...
Article
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A história dos videojogos, pela sua génese e dependência tecnológicas, tem sido habitualmente traçada por comparação com a história da informática...
Book
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The video game history can be traced to history that goes hand in hand with the history of modern computing. This story, if not taken only by the bias of the “evolution” of digital technologies, can also (and should) be read from key moments that represent movements and tensions of cultural, economic and social, directly related to each of their ti...
Conference Paper
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This paper presents the design and implementation of an interactive application-TACTEC-for multi-touch tables in art museums. With focus on visitor participant experiences we propose an application that promotes visitors engagement through the development of creative activities using interactive technologies.
Conference Paper
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Playing video games is attractive for most students. Most of them have mobile devices and play mobile games anywhere and anytime. In this paper we report the most played digital games by Portuguese students from grades 10 to 12. A survey was conducted in Portugal (n=697) in 2013. The diversity of games played is huge, and there are differences in g...
Chapter
Full-text available
Since the dawn of humanity, we have developed creative technologies, tools that would support externally expressed creations, as ink, carving tools, or sounding objects. Creative technologies have always been the basis for human expressivity: to sustain self-realization, to raise self-esteem, to increase community bonds, and to create a better soci...
Chapter
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Continuamos a confundir o jogo com o videojogo, assumindo na maior parte das vezes, o segundo como um mero sucedâneo digital do primeiro. Contudo esta não passa de uma ideia simplista da arte dos videojogos que se transformou por completo desde que surgiu em meados do século vinte.
Conference Paper
Full-text available
This paper starts by reporting the findings of a survey of Portuguese university students concerning their game habits and preferences. An online questionnaire was developed and 1101 answers were collected, 626 were mobile game players. The results from the survey indicate that the games most played by university students are essentially casual and...
Book
Full-text available
Em Junho de 2014 decorreu na sala de atos do Instituto Ciências Sociais da Universidade do Minho o Workshop ‘Narrativa, Media e Cognição’ com o intuito de gerar discussão à volta de diversas temáticas do âmbito das formas narrativas nos media. Desse encontro resultaram debates que levaram ao aprofundamento de tópicos no formato de textos estendidos...
Conference Paper
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We present a mixed-reality interface, in which a carrousel-like platform carries a set of wooden figures from the physical world into a game running inside a tablet, bringing them back to the physical world again by further rotating the platform. The wooden figurines allow young children to manipulate and play with them, working at the same time as...
Conference Paper
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This workshop aims at stimulating children’s creative thinking, involving them on drawing their own original graphic-narratives. We propose to challenge children to create and draw a story for an empty book as well as the corresponding digital content, which will be triggered through the interaction with the physical book. The task involves imagini...
Conference Paper
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Este texto apresenta dados de um projeto em curso sobre os jogos que os alunos portugueses mais jogam, sobretudo em dispositivos móveis. Para o efeito foi concebido um questionário que, depois de validado, foi disponibilizado online. Foi realizado um survey a nível nacional, que abarcou alunos do 5º Ano do Ensino Básico ao Mestrado. Embora 3214 est...
Chapter
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Resumo No decorrer das últimas décadas, com o avanço das tecnologias de comunicação audiovisual, temos assistido a uma discussão sobre a utilidade de outros meios de expressão que não os audiovisuais, e nos últimos anos com a pressão económica da cultura dos videojogos, assiste-se mesmo à ideia de que tudo pode e deve ser comunicado audiovisualment...
Conference Paper
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Nesta comunicação expomos a metodologia projetual e o desenvolvimento técnico, assim como o funcionamento do Bridging book, protótipo de livro híbrido dirigido para crianças entre os 7 e os 9 anos. O Bridging book é um livro híbrido que resulta da combinação sincronizada entre o livro impresso e um tablet iPad, colocados lado a lado. Ao folhearmos...
Conference Paper
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Apresentamos o protótipo Bridging Book, um livro híbrido para crianças que consiste num livro impresso que funciona em conjunto com um dispositivo digital, sendo que o folheamento do livro físico desencadeia conteúdos adicionais no tablet. Este sistema baseia-se na leituras de campos magnéticos induzidos por ímanes embutidos nas folhas de papel que...
Book
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História dos desenvolvimentos da indústria de videojogos portuguesa que pretende dar resposta ao seguinte conjunto de questões: . Quantos videojogos foram produzidos em Portugal nos últimos 30 anos, e quais? . Em que ano foi criado o primeiro videojogo português? . Que jogos obtiveram sucesso a nível internacional? . Quais as motivações dos criado...