Pedro Cardoso

Pedro Cardoso
University of Aveiro | UA · Department of Communication and Art

Professor

About

22
Publications
1,558
Reads
How we measure 'reads'
A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more
35
Citations

Publications

Publications (22)
Chapter
Using data gathered by means of participatory observation and in-depth interviews conducted over two years of fieldwork in a club devoted to after-parties, the present text examines (a) the elements within a club of house music; (b) the way these elements interplay among them in the design and creations of the dance floor experience; and (c) how De...
Chapter
In this paper, we address the categorisation of sounds in the soundscapes of videogames. Analysis and classification of sounds in their relationship with humans are essential to help us assess how we interact with acoustic components. We also provide an outline of sound concerning player perception, game design, interaction, realism, and communicat...
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...
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...
Conference Paper
Full-text available
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...
Article
Mise-en-jeu is the ontological equivalent of film’s mise-en-scène. As such, mise-en-jeu is a cinematographic language through which game designers communicate. It offers designers the ability to create and shape the aesthetics of videogames’ mediated space, the space of the cinematographic presentation.Our prior work on mise-en-jeu focused on the v...
Chapter
Design thinking refers to a creative approach to deal with complex problems in design contexts. Originally harnessed by designers, it is today within everyone’s reach, to be learned and employed in their practices. To make it accessible and tangible to those who are not designers, a number of tools began to be developed and systematized. Among thos...
Chapter
Today, games play active roles in diverse stages of the treatment of various mental illnesses. Despite this favourable context, their use as tools in the treatment of anorexia nervosa is still quite unexplored. We are developing playful and gamified tools that can be used as instruments in the prevention, treatment and monitoring of this complex di...
Chapter
Asynchronous play offers a way for players to interact with each other while playing in distinct game instances and time frames. While this type of player interaction has existed in video games for years, it has been going through a resurgence, being used in new and interesting ways. A relevant example is the game Death Stranding (2019), whose dire...
Chapter
This research examines temporal continuities in videogames—the passing of time regardless of player action—and players’ understanding of it, taking into account videogame and media theory. It presents a chronology of schools of thought and an analysis of the application of the theory to two case studies, to determine the motives behind players’ act...
Article
Full-text available
Serious Pervasive Games extend the magic circle (Huizinga, 1938) to the players' context and surrounding environment. The blend of both physical and fictive game worlds provides a push in player engagement and promotes situated learning approaches. Space and time, as well as social context, acquire a more meaningful impact on the gameplay. From per...
Article
A majority of contemporary game design is focused on developing a hedonistic loop, a frictionless aesthetic that hinges on familiarity and comfort to promote states of flow and player satisfaction. Not disregarding the advantages of designing for the hedonistic loop, this paper questions it and develops a critique that advocates for a focus on aest...
Conference Paper
Narrative and Gameplay: Balanced and Unbalanced Relationship of Dramatic Tension and Gameplay Tension
Chapter
This article presents preliminary findings on the application of both Speculative Design and Game Design towards the conception of two prototypes of serious games with focus on anorexia. The first prototype focuses on psychoeducation of school-age youth, and the second aims to support research and sharing of knowledge about the disease, able to be...
Article
Full-text available
This article summarises our Ph.D. thesis – an analytical view on the player-game relationship through the lens of an action-oriented framework, centred on fundamental entities defined as actors, entities through which action is enacted in the game and of which the player and the game system are a part of. With this in mind, the grounding principles...
Article
Full-text available
Procedural systems allow unique modes of authorship and singular aesthetic experiences. As creators and users of these systems, we need to be aware that their aesthetic potential is not solely defined by interaction but that interpretation, and the capacity to understand and simulate the processes taking place within these artefacts is highly signi...
Article
Full-text available
In video games the player’s actions shape the narrative of their personal experience, molding what otherwise would be a linear course. This emergent narrative is in a state of constant transformation, dependent on how the player influences it. This paper explores how the players traverse ergodic media such as video games and how narrative emerges f...
Conference Paper
Action involves thinking and actuating, processes that respectively rely on cognitive and physical effort. When playing a video game, these processes — that may be seen as two stages of player action — do not need to be strictly ordered (thinking–actuating) and they may not even be, in fact, interdependent. This paper explores three types of player...

Network

Cited By