Board Games as a Research Method: A Case Study on Research Game Design and Use in Studying Algorithmic Mediation

Author:

Monteiro-Krebs Luciana1ORCID,Geerts David2ORCID,Sanders Kevin3ORCID,Caregnato Sonia Elisa4ORCID,Zaman Bieke5ORCID

Affiliation:

1. Departamento de Ciência da Informação, Universidade Federal do Rio Grande do Sul (UFRGS), Brazil and Meaningful Interactions Lab (MintLab), KU Leuven, Belgium

2. KU Leuven Digital Society Institute, KU Leuven, Belgium

3. Meaningful Interactions Lab (Mintlab), KU Leuven, Belgium

4. Departamento de Ciência da Informação, UFRGS, Brazil

5. Meaningful Interactions Lab (Mintlab), KU Leuven - imec, Belgium

Funder

Coordination for the Improvement of Higher Education Personnel (CAPES)

Publisher

ACM

Reference23 articles.

1. Apostolos Spanos 2021. Games of History: Games and Gaming as Historical Sources. Routledge.

2. A model of scientific communication as a global distributed information system;Björk B.-C.;Information Research: An International Electronic Journal.,2007

3. Bourdieu P. Champagne P. Landais E. and Catani D.B. 2004. Os usos sociais da ciência: por uma sociologia clínica do campo científico. Ed. UNESP.

4. Using thematic analysis in psychology

5. From Edutainment to Serious Games: A Change in the Use of Game Characteristics

Cited by 1 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Game On: Using Serious Tabletop Games to Enhance User Engagement and Optimize Requirements Engineering for Smart City Urban Mobility Solutions;Proceedings of the 2024 International Conference on Information Technology for Social Good;2024-09-04

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