Pensar o Género a Partir dos Jogos Digitais (Book)

Lima, L. (2023). Pensar o Género a Partir dos Jogos Digitais: uma Análise sobre as Assimetrias de Género na Indústria Portuguesa de Jogos Digitais. BAND Editora. ISBN: 978-989-33-4234-3.

Digital Arts and Games, Aesthetic and Design of Ludic Experience

Gouveia,P. (2010). Digital Arts and Games, Aesthetic and Design of Ludic Experience [Artes e Jogos Digitais, Estética e Design da Experiência Lúdica]. Ed.Universitárias Lusófonas.

Identidade Profissional: O Caso dos Produtores de Videojogos em Portugal

Pinto, C. (2019). Identidade Profissional: o Caso dos Produtores de Videojogos em Portugal. Dissertação. Mestrado em Sociologia, Faculdade de Letras, Universidade do Porto.

Assimetrias de Género no Setor dos Videojogos em Portugal

Lima, L. (2020). Assimetrias de Género no Setor dos Videojogos em Portugal. In: Atlas do 1º Seminário sobre Ensino de Videojogos. ISBN: 978-989-54606-0-1, pp.142-153.

Gender Asymmetries in the Digital Games Sector in Portugal

Lima, L. and Gouveia, P. (2020). Gender Asymmetries in the Digital Games Sector in Portugal. In: DiGRA ’20 – Proceedings of the 2020 DiGRA International (Conference: Play Everywhere, Tampere, FN).

I Never Imagined That I Would Work in the Digital Game Industry

Lima, L.; Gouveia, P.; Pinto, C.; Cardoso, P. (2021). I Never Imagined That I Would Work in the Digital Game Industry. In: IEEE Conference on Games- Proceedings of the 3rd IEEE Conference on Games (IT University of Copenhagen).

Gaming in Portugal 2020: Women in Digital Games and the Impact of Covid-19

Gouveia, P.; Pinto, C.; Lima, L.; Gouveia (2021). Gaming in Portugal 2020: Women in Digital Games and the Impact of Covid-19 (Chapter 5). In: Castro, Paulo Alexandre. The Social World After Covid-19. Cambridge Scholars Publishing. ISBN: 1-5275-9108-5

O mundo expandido das imagens visíveis - Obras artísticas de Anna Unterholzner e Diana Carvalho

Gouveia, P.; Carvalho, D.; Unterholzner, A. e Lima, L. (2022). O mundo expandido das imagens visíveis - Obras artísticas de Anna Unterholzner e Diana Carvalho. Em: Paulo Alexandre e Castro (Ed.). Descuido: Ensaios Para Pensar Um Conceito.

Interactive Multimedia Experiences in Higher Education: Gaming, Augmented and Virtual Reality, and Research

Gouveia, P.; Lima, L.; Unterholzner, A.(2022). Interactive Multimedia Experiences in Higher Education: Gaming, Augmented and Virtual Reality, and Research. In: Lane, Carol- Ann (Ed.). Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning, IGI Global (forthcoming).

Digital Games and Mental Health: a Scoping Review on Gaming Disorder in the Last Decade

Lima, L., Gouveia, P., Unterholzner, A.; Pinto, C. (2021). Digital Games and Mental Health: a Scoping Review on Gaming Disorder in the Last Decade. In A. Marques and R. Queirós (Eds.). Digital Therapies in Psychosocial Rehabilitation and Mental Health. Portugal: IGI Global (forthcoming).

presented in
2021

Does the "Ludification" of Culture Tend to Unblock the Problem of Gender "Digital Inequalities"?

Mindrico, T.; Baptista, A.; Gouveia, P.; Queirós, M. (2021). Does the "ludification" of culture tend to unblock the problem of gender "digital inequalities"?. Paper presented at the II Digital Geographies Conference (Virtual): Critical perspectives on the platform economy, Lisboa, 2021.