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CAPTRS Institute publications

Publications

Science and Gaming

As the research arm for the Center for Advanced Preparedness and Threat Response Simulation, the CAPTRS Institute integrates scientific rigor into the design and analysis of preparedness gaming. These works highlight our commitment to bridging the gap between data-driven research and actionable outcomes.

  • CAPTRSNEW

    Towards Human-Game Interaction (HGI)

    Botte, B.; Marinensi, G.; de Rosa, F.; Rizzi, A.

    Games and Learning Alliance (GALA 2025), Lecture Notes in Computer Science, vol. 16307, Springer02 January 2026

    As serious games, as well as entertainment games, evolve along a continuum ranging from analog to digital, including hybrid solutions, the design and role of game interfaces have become increasingly...

  • CAPTRSNEW

    Jjodel for Serious Games: A Metamodel-Driven Vision for Assisted Game Design

    Bucchiarone, A.; de Rosa, F.; Pierantonio, A.

    Games and Learning Alliance (GALA 2025), Lecture Notes in Computer Science, vol. 16307, Springer02 January 2026

    Serious games are a powerful way to explore complex problems and promote critical thinking and decision-making in uncertainty. However, designing such games remains a challenge, particularly when integrating...

  • AMR Knowledge Space Game

    The AMR Knowledge Space Game: participatory modeling to address the complexity of antimicrobial resistance

    F. de Rosa, A. Wilson, V. Seremedi Migliorini, R. Bright

    Scientific Reports05 December 2025

    Antimicrobial resistance (AMR) is an urgent and complex global health threat, widely recognized as a silent pandemic that erodes the effectiveness of existing countermeasures and exacerbates...

  • Transdisciplinarity in Serious Gaming Design

    Transdisciplinarity in Serious Gaming Design for Improved Crisis Preparedness

    de Rosa, F.; Escott, M.; Havron, D.; Walkes, D.; Meyers, L. A.

    International Journal of Serious Games, 11(4), 155–17221 November 2024

    Transdisciplinarity is identified as an important paradigm to cope with the complexity of societal problems, such as public health crisis and climate change. It refers to problem solving and research strategies that...

  • CAPTRS

    The C3C Game: Serious Games and Community-Centered Design for Improved Pandemic Decision Making

    de Rosa, F.; Escott, M.; Havron, D.; Walkes, D.; Meyers, L. A.

    Games and Learning Alliance (GALA 2023), Lecture Notes in Computer Science, vol. 14475, Springer29 November 2023

    Serious games have long been used in domains like defense, management, finance, and environmental protection to improve plans and procedures. In the aftermath of the COVID-19 pandemic, public health and emergency...

  • Finding Mechanisms to Build Analog Games for Spatial Planning and City Building

    Finding Mechanisms to Build Analog Games for Spatial Planning and City Building

    Micael Sousa

    2025 IEEE Conference on Games (CoG)19 August 2025

    Many simulations and serious games use territorial elements to deepen the representation of scenarios. This paper explores the mechanisms that analog games use to represent territorial elements, identifying patterns that can support the development of new games that are more engaging and better represent scenarios. The paper provides a practical guide for consultation for serious game designers working on analog, digital, and hybrid games.

  • CSSII: A Player Motivation Model for Tabletop Games

    CSSII: A Player Motivation Model for Tabletop Games

    Carlos Martinho, Micael Sousa

    FDG 2023: Foundations of Digital Games 202313-04-2023

    The paper proposes a model with 5 dimensions characterizing the main motivations to play tabletop games that explains 80% of the variance of the data: (C)ompetitive interaction, (S)ocial challenge, (S)ensory experience, (I)ntellectual challenge, and (I)maginative experience. By understanding why players engage with tabletop games in their physical form, the paper provides guidance on what to focus on to make games more engaging and proposes guidelines for developing hybrid or digital versions of these games, as well as serious games.

  • Transformative Learning Through Play: Analogue Games as Vehicles for Educational Innovation

    Transformative Learning Through Play: Analogue Games as Vehicles for Educational Innovation

    Sara Rye, Micael Sousa, Carla Sousa

    Plagrave Macmilan / Springer2025

    This book explores analog game-based learning, arguing that traditional educational methods fall short in a complex world and that games can foster collective problem-solving. It traces the historical roots of analog and tangible games, examines their psychological impact on cognition, motivation, and skill transfer, and offers practical guidance on learning game design. One chapter, authored by Micael Sousa, introduces serious game development for educational purposes, providing frameworks and support tools for practicing the craft of applying, adapting, and developing such games. The book closes by championing inclusive, accessible design and the ethical importance of diverse learning environments, appealing to researchers and practitioners across education, instructional design, psychology, and game studies.

  • MACMEO: Playable Framework for Analog, Hybrid and Digital Serious Game DesignNEW

    MACMEO: Playable Framework for Analog, Hybrid and Digital Serious Game Design

    Micael Sousa

    International Journal of Serious Games16 May 2025

    The paper proposes the MACMEO framework, developed as a research design process across several sessions, as a flexible, adaptable, gamified analog toolkit to help design analog, hybrid, or digital serious games through a structured process. The paper presents a ready-to-use gamified process for developing serious games.

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