List of journal articles, conference papers, book chapters, and books related to game-based research and projects:
Sousa, Micael, et al. “Modern Board Games: Can They Be Geogames?.” Urban Planning 11 (2026).
Sousa, M. (2025, August). Finding Mechanisms to Build Analog Games for Spatial Planning and City Building. In 2025 IEEE Conference on Games (CoG) (pp. 1-8). IEEE.
Pinto, A., Oliveira, S., Sousa, M., & Carvalho, C. (2025, July). Transferable Skills: Modding Magic Maze Into a Serious Game for Engineering Education Training. In 2025 6th International Conference of the Portuguese Society for Engineering Education (CISPEE) (pp. 1-8). IEEE.
Haque, Md Sanaul, et al. “Immersive Virtual Reality to Support Hand Exercises for Stroke Rehabilitation: A Design Science Research Approach.” International Conference on Persuasive Technology. Cham: Springer Nature Switzerland, 2025.
Sousa, M. (2025). Naming Games After Cities: Learning from Modern Board Game Design for Game-Based Planning Approaches. Urban Science, 9(6), 187.
Sousa, M. (2025). MACMEO: Playable Framework for Analog, Hybrid and Digital Serious Game Design. International Journal of Serious Games, 12(2), 137-162.
Sousa, M., Rye, S., & Sousa, C. (2025). Game Systems in Analogue Game-Based Learning. In Transformative Learning Through Play: Analogue Games as Vehicles for Educational Innovation (pp. 131-177). Cham: Springer Nature Switzerland.
Sousa, M. (2025). The Stakeholders Clash Game: From Board Game Design to Online Collaborative Platforms for Urban Planning. In: Marto, A., et al. Videogame Sciences and Arts. VJ 2024. Communications in Computer and Information Science, vol 2324. Springer, Cham.
Lacomba-Arnau, E. et al. (2025). Level up! How Gamed-Based Activities Transform Learning and Alleviate Stress in Institutionalized Elderly. In: Marto, A., et al. Videogame Sciences and Arts. VJ 2024. Communications in Computer and Information Science, vol 2324
Sousa, M. (2024). Moving Pieces and Allocating Budget Together: A Framework for Using Analog Serious Games in Sustainable Collaborative Planning. Sustainability, 16(19), 8348.
Sousa, M. (2024). Informal adult learning and training sessions: playing modern board games in the digital age. Educational Media International, 1-17.
Sousa de Sena, Í., da Silva e Sousa, M., and Cocco, C.: Serious Games for Climate Action: Designing Analog Engagement Tools for Citizen Participation, EGU General Assembly 2024, Vienna, Austria, 14–19 Apr 2024, EGU24-6418.
Sousa, M. (2023, November). Cities: Skylines: The Digital and Analog Game Design Lessons for Learning About Collaborative Urban Planning. In International Conference on Videogame Sciences and Arts (pp. 257-271). Cham: Springer Nature Switzerland.
Sousa, M. (2023). QUANDO OS CUBOS GANHAM COR: COMBINAÇÕES DE COMPONENTES E MECANISMOS DE JOGOS DE TABULEIRO PARA GERAR NARRATIVAS JOGÁVEIS DE APRENDIZAGEM SOBRE TERRITÓRIOS. APEduC Revista-Investigação e Práticas em Educação em Ciências, Matemática e Tecnologia, 4(2), 40-52.
Silva, E., Vita-Barrull, N., Sousa, M., & Rosa, M. (2023, October). For Soft Skills, Hard Games!–An Experiment Using Game-Based Methodologies in the Training of Health Students. In Joint International Conference on Serious Games (pp. 413-418). Cham: Springer Nature Switzerland.
Sousa, M. (2023). “Finding Ludemes in Modern Board Games: Analyzing the Top Number One Games of Board Game Geek ” Board Game Studies Journal, vol.17, no.1, pp.205-229.
Cross, L., Piovesan, A., Sousa, M., Wright, P., & Atherton, G. (2023). Your Move: An Open Access Dataset of Over 1500 Board Gamer’s Demographics, Preferences and Motivations. Simulation & Gaming, 54(5), 554-575.
Sousa, M. D. D. A., Fonseca, M. C. S. D., Silva e Sousa, P. C., Farias, P. C. D., Barreira, S. M., Andrade, T. G., … & Sousa, M. (2023). GYM2BEKIND–TREINO DE COMPETÊNCIAS TRANSVERSAIS EM FUTUROS PROFISSIONAIS DE SAÚDE MEDIADO POR JOGOS: TREINO DE COMPETÊNCIAS TRANSVERSAIS MEDIADO POR JOGOS. PROCESSOS DE DESENVOLVIMENTO E APRENDIZAGEM: PRÁTICAS E PESQUISAS, 1(1), 86-108
Sousa, M., Sousa, C., & Luz, F. (2023, September). The Novelty of Collaboration: High School Students Learning and Enjoyment Perceptions When Playing Cooperative Modern Board Games. In European Conference on Games Based Learning (Vol. 17, No. 1, pp. 632-642).
Sousa, M. (2023). Modelling Urban Spaces with Cubes: Building analogue serious games for collaborative planning over maps. International Journal of Film and Media Arts.
Sousa, M. & Haque., S. (2023). Transforming tourist maps to increase heritage awareness uses for gamification and serious games. In second International Workshop on Digital Nudging and Digital Persuasion.
Sousa, C., Rye, S., Sousa, M. S., Torres, P. J., & Perim, C. (2023). Playing at the school table: systematic literature review of board, tabletop, and other analogue game-based learning approaches. Frontiers in Psychology.
Martinho, C., & Sousa, M. (2023, April). CSSII: A Player Motivation Model for Tabletop Games. In Proceedings of the 18th International Conference on the Foundations of Digital Games (pp. 1-10).
Sousa, M. (2023). Mastering Modern Board Game Design to Build New Learning Experiences: The MBGTOTEACH Framework. The International Journal of Games and Social Impact, 1(1), 68-93.
Vasconcelos, L., Sousa, M., Ferreira, F., & Pinheiro, J. (2022). COLLABORATING: modern board games and collaboratories as a tool for capacity building. SN Social Sciences, 2(9), 190.
Sousa, M. (2022). Transforming Google Drawings into a game-based nudging tool for collaboration. In First International Workshop on Digital Nudging and Digital Persuasion.
Sousa, M. (2022). Keep the Innovation Rolling. Studies of Digital Media Culture| Volume 14, 351.
Sousa, M. (2022, July). Gamifying Serious Games: Modding Modern Board Games to Teach Game Potentials. In Gaming, Simulation and Innovations: Challenges and Opportunities: 52nd International Simulation and Gaming Association Conference, ISAGA 2021, Indore, India, September 6–10, 2021, Revised Selected Papers (pp. 254-272). Cham: Springer International Publishing.
Sousa, M., Antunes, A. P., Pinto, N., & Zagalo, N. (2022). Serious Games in Spatial Planning: Strengths, Limitations and Support Frameworks. International Journal of Serious Games, 9(2), 115-133.
Sousa, M., Antunes, A. P., Pinto, N., & Zagalo, N. (2022). Fast serious analogue games in planning: the role of non-player participants. Simulation & Gaming, 53(2), 175-193.
Sousa, M. (2022). The mechanics of drawing: helping planners use serious games for participatory planning. plaNext–Next Generation Planning, 12.
Sousa, M. (2021, June). Modding modern board games for e-learning: a collaborative planning exercise about deindustrialization. In 2021 4th International Conference of the Portuguese Society for Engineering Education (CISPEE) (pp. 1-8). IEEE.
Rosa, M., Gordo, S., Sousa, M., & Pocinho, R. (2021, October). Empathy, creativity, and feelings using a modern board game: A learning experience valued by physiotherapy students. In Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM’21) (pp. 610-615).
Rosa, M., Gordo, S., Sousa, M., & Pocinho, R. (2021, October). Critical thinking, empathy and problem solving using a modern board game: A learning experience valued by physical therapy students. In Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM’21) (pp. 624-628).
Sousa, M., Oliveira, A. P., Cardoso, P., Zagalo, N., & Vairinhos, M. (2021). Defining the mechanisms for engagement design protocol towards the development of analogue and hybrid serious games: Learning from FlavourGame. In Serious Games: Joint International Conference, JCSG 2021, Virtual Event, January 12–13, 2022, Proceedings 7 (pp. 31-46). Springer International Publishing.
Sousa, M., Zagalo, N., & Oliveira, A. P. (2021, August). Mechanics or Mechanisms: defining differences in analog games to support game design. In 2021 IEEE Conference on Games (CoG) (pp. 1-8). IEEE.
Sousa, M. (2021). Serious board games: modding existing games for collaborative ideation processes. International Journal of Serious Games, 8(2), 129-146.
Sousa, M. (2020). Representações morfológicas urbanas nos jogos de tabuleiro modernos: uma sistematização e os casos dos jogos Lisboa, Coimbra e Porto. PNUM2021.
Rosa, M., Dias, D., & Sousa, M. D. S. (2020). Implementação de jogos na reabilitação da criança com síndrome de FOXP1. Psicologia e Saúde em debate, 6(1), 178-195.
Sousa, M. (2020). Como os jogos de tabuleiro modernos podem ensinar colaboração. In Carvalho, A., Aplicações para dispositivos móveis e estratégias inovadoras na educação.
Sousa, M. (2020). A planning game over a map: playing cards and moving bits to collaboratively plan a city. Frontiers in Computer Science, 2, 37.
Oliveira, A. P., Sousa, M., Vairinhos, M., & Zagalo, N. (2020, August). Towards a new hybrid game model: designing tangible experiences. In 2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH) (pp. 1-6). IEEE.
Sousa, M. (2020, April). Modern Serious Board Games: modding games to teach and train civil engineering students. In 2020 IEEE Global Engineering Education Conference (EDUCON) (pp. 197-201). IEEE.
Sousa, M. (2020). Fast Brainstorm techniques with modern board games adaptations for daily uses in business and project managing. In Proceedings of the International Conference of Applied Business and Management (ICABM2020) (pp. 508-524).
Sousa, M., & Bernardo, E. (2019). Back in the Game: modern board games. In Videogame Sciences and Arts: 11th International Conference, VJ 2019, Aveiro, Portugal, November 27–29, 2019, Proceedings 11 (pp. 72-85). Springer International Publishing.
Books
Rye, S., Sousa, M., & Sousa, C. (2025). Transformative Learning Through Play: Analogue Games as Vehicles for Educational Innovation. Cham: Springer Nature Switzerland
Sousa, M. (2023). Referencial de Gamificação no Ensino Superior: Conceitos Fundamentais e Propostas de Trabalho. Índice, ICT & Management, Politécnico de Castelo Branco.
Phd Thesis
Sousa, M. (2023). SERIOUS PLANNING GAMES (Doctoral dissertation, Universidade de Coimbra)
Editor
Issue N. 56 (2023): featuring a special issue on: Hybrid Games and Interaction Design. In the Interaction Design and Architecture(s) – IxD&A Journal.
Vol. 1 No. 2 (2023): featuring a special issue on: “Rethinking Board Games in Contemporary Societies” International Journal of Games and Social Impact.
Academic Identifiers
More at: ORCID / Google academics / Scopus Elsevier / Clarivate / Researchgate / Academia.edu