Feb 222023
 

“Nos dias 19 a 21 de outubro de 2023, a Escola Superior de Tecnologia e Gestão do Instituto Politécnico de Beja irá acolher a Conferência da Associação Portuguesa de Sistemas de Informação, na sua 23.ª edição, numa organização conjunta com a Escola Superior de Escola Superior de Gestão, Hotelaria e Turismo da Universidade do Algarve.
Continuando o modelo de Conferência do ano anterior CAPSI 2022, esperamos despertar o vosso interesse para a 23.ª CAPSI e contamos com a vossa participação, seja através da apresentação dos vossos trabalhos de investigação, seja pela participação nas diversas iniciativas que estamos a preparar no âmbito da Conferência.
Este ano o tema principal da Conferência é “Os nossos dados, o nosso futuro: rumo ao humanismo digital”.
A conferência será no formato presencial, incluindo um conjunto de eventos que reunirão académicos, investigadores, profissionais nas áreas de TI, SI e Gestão, e estudantes de várias nacionalidades.
Todos os artigos que forem submetidos e aceites, e cujos autores tenham realizado a sua inscrição, independentemente da modalidade, serão publicados na CAPSI2023 terão indexação SCOPUS.
A participação está aberta às comunidades académica e empresarial através da submissão de trabalhos, que deverão respeitar o formato definido para a Conferência.
Cada artigo será revisto no mínimo por dois revisores em double-blind review. As propostas ao Consórcio Doutoral serão avaliadas por este comité. Os Posters serão avaliados por membros da Comissão de Programa e, posteriormente, comentados em sessões específicas no decorrer da Conferência.
A participação de todos é muito importante e contamos convosco para divulgarem as chamadas aos trabalhos (Calls) nas vossas instituições e através da vossa rede de contactos.

tracks:
Ethics and Social Impacts of IS
Digital Technologies and Productivity
IS and the Future of Work in the Digital World
Gamification, Curriculum and IS Education
Social Networks, Asymmetries, Personal Data and Disinformation
IS, Sustainability and Optimization of Resource Use
Cybersecurity and Information Privacy
Blockchain, Cryptocurrencies and New Business Models
IS Development and Project Management
Adoption and Use of Information Technology
IS Research Methods
Data Science and Predictive Analysis
Business, Data and Process Modeling
Governance and Digital Strategy
Digital Commerce and the Redesign of Business Models
Effects of the Pandemic COVID-19 on IS
Social Media Intelligence
IS Applied to Tourism and Hospitality
Application of Machine Learning to Management
Artificial Intelligence and Effects on the various Application Domains
Smart Regions”

+infos(informações): LINK

Dec 282022
 

Gostava de ler este artigo “Video Game Play Any Association With Preteens’ Cognitive Ability Test Performance?” de May Jadallah, C. Shawn Green, e Jie Zhang

“This exploratory study examined the video gaming experience of 160 urban public-school preteen-age students as well as the association between video game play and students’ performance on a standardized cognitive ability test (CogAT), which includes verbal, quantitative, and nonverbal/spatial batteries. Overall, neither duration of play nor video game genres played had significant correlations with the CogAT measures. Similarly, when using an “extreme-groups” approach to examine relations with playing a subset of games previously linked with certain enhancements in cognitive skill (i.e., action video games), no significant effects were observed. These results are thus inconsistent with theories that predict diminished cognitive performance in children who play a great deal of video games, but they are also inconsistent with previous work suggesting possible enhancements in those who play certain types of games. The potential contribution of this null finding and an alternative explanation are discussed..”

+infos(oficial): LINK

Dec 282022
 

O “Guerrilla Game Festival!” trata-se de um evento em Espanha que serve para ligar as Escolas com a Industria e sem esquecer dos indies. Tem conferências, tem workshops e zona de demonstrações.

É um evento para estar atento.. e poder visualizar alguns dos eventos no canal do youtube.

+infos(oficial): https://guerrillagamefestival.es/

+infos(oficial youtube): LINK

Nov 282022
 

Acta Ludologica (ISSN 2585-8599, e-ISSN 2585-9218) is a double-blind peer-reviewed scientific journal published twice a year in both online and print versions. It focuses on the comprehensive discourse of games and digital games, including theoretical and empirical studies, research results, and their implementation into practice, as well as professional publication reviews and scientific reviews of digital games.

Journal issues include scientific reflections on digital and non-digital games, and related media and digital competencies, their creation, design, development, research, history, sociology, psychology, marketing, and the future associated with phenomena of the digital-gaming sector. The journal has no thematically oriented issues, so this CFP is general for manuscripts of any topics related to games and digital games.

Acta Ludologica’s sections: game studies, interview, reviews, add-ons

More information about the individual journal sections, instructions for authors, as well as templates are available in the journal’s Guidelines. Submitted manuscripts should strictly follow the outlined format as well as the journal’s Citation Rules.

Submissions are accepted only in English, with no publication fees, article-processing charges (APCs), or article submission charges.

Contact and manuscript submissions: actaludologica@fmk.sk

Journal’s web and open access archive: www.actaludologica.com

Acta Ludologica is indexed in ERIH Plus, ICI Journals Master List, Ulrich’s Periodical Directory, CEEOL, and CEJSH. In addition, the journal is under the indexing process for the Emerging Sources Citation Index (ESCI) – Web of Science Core Collection, Scopus, Cabell’s Directories, and EBSCO.

The submissions deadline is December 31, 2022.

Game Studies: theoretical articles in the extent of 21,600-54,000 characters (12-30 author pages); research results and their practical implementation in the extent of 12,600-54,000 characters (7-30 author pages)
Interview: interviews with people, whose contribution is important to the development of game studies and the digital game sector (scholars and scientists of games studies and related fields, game developers, professionals of the gaming sector, game events organizers, etc.), to the extent of 5,400-18,000 characters (3-10 author pages);
Reviews: reviews of monographs and textbooks from the fields of digital games and game studies, which are not older than one year, in the extent of 5,400-9,000 characters (3-5 author pages); reviews of digital games based on specific context of theoretical or research framework, in the extent of 5,400-9,000 characters (3-5 author pages);
Add-ons: short-ranged scientific, philosophical and artistic reflections on phenomena of the comprehensive game world in the extent of 3,600 characters (1-2 author pages)”

+infos(oficial): https://actaludologica.com/

Sep 242022
 

Gostava de ler este artigo “Introduction on THINKING: Bioengineering of Science and Art” de Nima Rezaei e Amene Saghazadeh

“THINKING: Bioengineering of Science and Art is inclusive of the philosophy of thinking by using different knowledge works. This chapter is, therefore, no longer an attempt to introduce the book. Rather, we notice thoughts of different contexts and many relations among them, giving rise to various sets of integrations. One important result of this introduction is that integrated thinking represents the highest level of development, and scientific thinking may be only one of many integrant elements and a range of integrative relations—the point to which we devote our attention in THINKING: Bioengineering of Science and Art.”

+infos(oficial): LINK

Sep 242022
 

Um Journal que publica online as contribuições de vários âmbitos!

“IxD&A aims to offer an interdisciplinary arena where everybody can present top level researches and discuss ideas on the future of technology mediated experiences in the field of communication, learning, working, entertainment, healthcare, etc…) a future that can be made possible by a joint effort in research and education.
IxD&A, indeed, offers the ideal forum for meeting among frontier research, education, cutting edge technology development and application.
Indeed, there will be no future if research and education will not be able to meet the world of production, or, in other words if we will not be able to transfer the ‘lab’ into real life.”
“IxD&A is an open access journal that implements the Gold Open Access (OA) road to its contents (full, short, position papers, interviews and reviews) with no charge to the authors.”

+infos(oficial): LINK

Sep 172022
 

Gostava de ter acesso a “Teaching the Middle Ages through Modern Games Using, Modding and Creating Games for Education and Impact” editado por Robert Houghton

Da apresentação do livro faz parte: “Games can act as invaluable tools for the teaching of the Middle Ages. The learning potential of physical and digital games is increasingly undeniable at every level of historical study. These games can provide a foundation of information through their stories and worlds. They can foster understanding of complex systems through their mechanics and rules. Their very nature requires the player to learn to progress.

The educational power of games is particularly potent within the study of the Middle Ages. These games act as the first or most substantial introduction to the period for many students and can strongly influence their understanding of the era. Within the classroom, they can be deployed to introduce new and alien themes to students typically unfamiliar with the subject matter swiftly and effectively. They can foster an interest in and understanding of the medieval world through various innovative means and hence act as a key educational tool.

This volume presents a series of essays addressing the practical use of games of all varieties as teaching tools within Medieval Studies and related fields. In doing so it provides examples of the use of games at pre-university, undergraduate, and postgraduate levels of study, and considers the application of commercial games, development of bespoke historical games, use of game design as a learning process, and use of games outside the classroom. As such, the book is a flexible and diverse pedagogical resource and its methods may be readily adapted to the teaching of different medieval themes or other periods of history.”

+infos(oficial): LINK