The International Journal of Games and Social Impact https://revistas.ulusofona.pt/index.php/ijgsi <p>The&nbsp;<strong>IJGSI</strong> is a semiannual open-access publication for games research and critique on social change, inclusion, education and Human Rights.</p> en-US <p>This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. The rights of each article are attributed to their author(s).</p> carla.patricia.sousa@ulusofona.pt (Carla Sousa) catia.casimiro@ulusofona.pt (Cátia Casimiro) Thu, 27 Feb 2025 00:00:00 +0000 OJS 3.1.2.4 http://blogs.law.harvard.edu/tech/rss 60 Cover and Front Matter https://revistas.ulusofona.pt/index.php/ijgsi/article/view/10120 <p><em>International Journal of Games and Social Impact, 3</em>(1)</p> <p>Cover and Front Matter</p> Copyright (c) 2025 IJGSI https://creativecommons.org/licenses/by-nc-sa/4.0 https://revistas.ulusofona.pt/index.php/ijgsi/article/view/10120 Thu, 27 Feb 2025 00:00:00 +0000 Editorial https://revistas.ulusofona.pt/index.php/ijgsi/article/view/10121 <p><em>International Journal of Games and Social Impact, 3</em>(1)</p> <p><strong>Editorial</strong></p> Micael Sousa Copyright (c) 2025 Micael Sousa https://creativecommons.org/licenses/by-nc-sa/4.0 https://revistas.ulusofona.pt/index.php/ijgsi/article/view/10121 Thu, 27 Feb 2025 11:07:32 +0000 Sketch First, Play Later https://revistas.ulusofona.pt/index.php/ijgsi/article/view/9442 <p>Every designer has their method when designing a game, be it a video game, boardgame or even an alternative controller game (or anything else that fits in the middle). There are multiple methods to choose from, designers tend to stick with the methods they have been taught or the more popular ones, while some prefer to explore to find something that makes more sense for them by exploring alternatives. One of the many alternative approaches to game design is starting from the illustration, which can be somewhat unconventional since visuals are the last thing to be produced, but starting from the end can aid the design process by setting a theme from the beginning to serve as an anchor for the mechanics and narrative present in the game. Various boardgames have utilised this approach with multiple levels of success, <em>Scythe</em> designed by Jamey Stegmaier and published by Stonemaier Games in 2016, is an example where the design started from the illustration. The illustrations created by Jakub Rozalski inspired the creation of the narrative for the game and inspired certain game mechanics. Games such as <em>Sleeping Gods</em>, designed by Ryan Laukat and published by Red Raven Games, and <em>Flamecraft,</em> designed by Manny Vega and published by Cardboard Alchemy, are other examples where the illustration has either been what kickstarted the design process or has heavily influenced the final game. Having these examples leads to an investigation of better understanding of how illustration can originate the design of a boardgame or influence its design process, to achieve this some game designers have been invited to participate in an interview to gather intel to understand the validity of this approach, its flaws and how designers from different background utilise illustration while creating a boardgame.</p> Anni Paz Copyright (c) 2025 Anni Paz https://creativecommons.org/licenses/by-nc-sa/4.0 https://revistas.ulusofona.pt/index.php/ijgsi/article/view/9442 Thu, 27 Feb 2025 10:11:01 +0000 BOARD GAMES ON THE PATH TO ENVIRONMENTAL EDUCATION FOR SUSTAINABILITY https://revistas.ulusofona.pt/index.php/ijgsi/article/view/9536 <p>The response to global Anthropocene challenges requires a reimagined science education, shifting its goal from supplying human capital with skills and capabilities in specific areas toward educating scientifically literate citizens who can make informed sustainable choices (Gough, 2021; Luttenberger &amp; Mandić, 2022). Aiming to contribute to such change, this article explores the intersection of STEAM (Science, Technology, Engineering, Arts, and Mathematics) education and education for sustainability (EfS), emphasizing the need for innovative frameworks and tools to facilitate a transition toward a more sustainable future. As gamification emerges as a powerful mechanism for engaging learners, fostering scientific literacy, and driving sustainable practices, this article presents an original framework that leverages the synergies between these areas and supports the design of three STEAM educational board games addressing environmental education for sustainability.</p> Maria Raquel Antunes, Aurora Moreira, Catarina Schreck Reis Copyright (c) 2025 Maria Raquel Antunes, Aurora Moreira, Catarina Schreck Reis https://creativecommons.org/licenses/by-nc-sa/4.0 https://revistas.ulusofona.pt/index.php/ijgsi/article/view/9536 Thu, 27 Feb 2025 10:14:11 +0000 HUIZINGA AND “EVERYTHING IS PLAY” https://revistas.ulusofona.pt/index.php/ijgsi/article/view/9438 <p>This article critically examines the concept of <em>formalism</em> in game studies, with a particular focus on Johan Huizinga’s notion of “play” and its relationship with “game.” It argues that while Huizinga’s concept has been influential in shaping the understanding of “play,” it tends to prioritize formalistic and metaphysical interpretations over broader socio-cultural contexts. By conflating “play” and “game,” Huizinga’s framework overlooks important tensions between notions of freedom, historicity, and formalism within game studies. The article suggests that a more nuanced understanding of “play” is needed, one that integrates considerations of rules, themes, and contexts, moving beyond metaphysical categorizations. Through this critical analysis, the article aims to contribute to ongoing discussions in game studies and encourage further exploration of the multifaceted nature of games in contemporary society.</p> Paulo Antunes Copyright (c) 2025 Paulo Antunes https://creativecommons.org/licenses/by-nc-sa/4.0 https://revistas.ulusofona.pt/index.php/ijgsi/article/view/9438 Thu, 27 Feb 2025 10:21:12 +0000 Enhancing the Learning of Students with Specific Learning Disabilities in Resource Rooms https://revistas.ulusofona.pt/index.php/ijgsi/article/view/9647 <p>The purpose of this study is to demonstrate how resource rooms for the concepts of "expansion" and "contraction" may be enhanced with educational games. The study focuses on how the game's included features might affect social skills and cognitive development of students and highlights the game arrangements for students with specific learning disabilities. For educational equity and social justice pedagogy for all science learners, it is crucial to support students with specific learning disabilities in their study of science. A new educational material for resource rooms to teaching and learning is designed, based on effective educational game features. Playing the Carpet game can improve knowledge of expansion and contraction concepts and increase awareness of real-world applications of these concepts. Creating specific educational materials helps to clarify how science education teachers can improve a resource rooms for students with specific learning disabilities. It is highly possible that the game can be readily modified with only minor adjustments for any other educational level, nation, or set of conditions. Future studies should create comparable sample games and share them with stakeholders (such as science teachers, physics teachers, special education teachers, and science/physics academicians) because this study proposes to design the game of the "expansion” and “contraction” concepts.</p> Havva Yaman, Sibel Er Nas Copyright (c) 2025 Havva Yaman, Sibel Er Nas https://creativecommons.org/licenses/by-nc-sa/4.0 https://revistas.ulusofona.pt/index.php/ijgsi/article/view/9647 Thu, 27 Feb 2025 10:26:00 +0000 Existential Love https://revistas.ulusofona.pt/index.php/ijgsi/article/view/9446 <p>The impact of romantic interactions within the game world varies significantly, especially in RPGs due to their intricately detailed worlds. Unlike linear games where romance unfolds passively through cutscenes, exerting minimal influence within game world, RPGs that offer high player agency create an immersive virtual environment that resonates with existential tenets. The choices made by players in terms of romance can have significant repercussions, haunting the player throughout the game. These games often feature complex and realistic love mechanics, offering a diverse range of experiences akin to real life, including inclusivity and infidelity. Many modern RPGs offer path-specific romance options, acknowledging that not all characters will be equally charismatic to every player as individuals have varied dispositions. Video games with high agency allow players to exercise authenticity and make decisions that align with their individuality. This article explores how these variables manifest in the context of romance in single-player RPGs.</p> Anubhav Anand, Ajay Kumar Copyright (c) 2025 Anubhav Anand, Ajay Kumar https://creativecommons.org/licenses/by-nc-sa/4.0 https://revistas.ulusofona.pt/index.php/ijgsi/article/view/9446 Thu, 27 Feb 2025 10:42:39 +0000