Resume
Carla Sousa is an Assistant Researcher at the Department of Distance Education and eLearning (DEED), Universidade Aberta (Portugal). She holds a PhD in Communication Sciences and has a background in Clinical and Health Psychology. Her interdisciplinary research explores the intersections of psychology, interactive media, games, artificial intelligence, accessibility, and digital inclusion, with a particular interest in participatory design, media and AI literacy, learning, and the role of technology in promoting equity, well-being, and autonomy among diverse populations. She is Co-Principal Investigator of the FCT-funded GameIN project (2022.07939.PTDC) and has contributed to several national and international research initiatives on game-based learning, digital inclusion, accessibility, and emerging technologies. She also supervises master's and doctoral students and actively contributes to scientific networks, editorial activities, and research leadership. Carla serves on the Advisory Board of the European Communication Research and Education Association (ECREA), is President of the Portuguese Society for Videogame Sciences (SPCV), and is an Editor of the International Journal of Games and Social Impact (IJGSI). She previously practised as a psychologist in community-based settings, an experience that continues to inform her work through critical, feminist, and liberation psychology.
Graus
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Licenciate DegreePsicologia [Psychology]
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Master's DegreePsicologia Clínica e da Saúde [Clinical and Health Psychology]
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Postgraduate ProgramNeuropsicologia Aplicada [Applied Neuropsychology]
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DoctorateCiências da Comunicação [Communication Sciences]
Publicações
Magazine article
- 2023-05-17, Archaeologists discover ancient Mayan game - here is what it can teach modern educators, The Conversation UK
- 2021, The Inclusion of People with Intellectual Disability in Media and Communication Research: Insights and Contributions from Haraway, Media Ethics - The Magazine Serving Mass Communication Ethics
Journal issue
- 2024-01-01, International Journal of Games and Social Impact, 2
- 2023-09-01, International Journal of Games and Social Impact, 1
- 2023-06-15, Interaction, Challenge, and Learning: Innovations in Gaming for Serious Purposes, 8
- 2023-01-01, International Journal of Games and Social Impact, 1(1), 1
- 2022-11-28, Special Issue 2022: Media Literacy and Civic Cultures
- 2022-11, Media Literacy and Civic Cultures
Journal article
- 2026-02-12, What Matters in Accessible Written Communication for Neurodivergent People? A Scoping Review, Scandinavian Journal of Disability Research
- 2026-02, Neurodivergent-Focused Game Accessibility: A Systematic Literature Review, Disabilities
- 2026-01-30, Operationalizing the United Nations’ Sustainable Development Goals: a Game Jam Experience, International Journal of Serious Games
- 2025-11-25, Jogos Analógicos Fomentando Experiências Educacionais: Práticas e Potenciais para Pessoas com Deficiência Visual, Quaestio - Revista de Estudos em Educação
- 2025-11, What Makes a Rulebook Accessible and Entertaining?: Recommendations of Best Practices, Japanese Journal of Analog Role-Playing Game Studies
- 2025-10-16, Screen Style: Visual Elements and Brand Identity in Fashion Films, Journal of Marketing Communications
- 2025-09-26, Games Inclusion Lab: Accessible Games with Neurodivergent Adults Through Iterative Play and Design, European Conference on Games Based Learning
- 2025-09-26, Analogue Games and Digital Literacy: The NetSmart Case Study with Older People, European Conference on Games Based Learning
- 2025-05-15, Digital literacy and older people: A case study in lifelong learning institutions in Lisbon, Educational Gerontology
- 2025-01-24, Implementation of Game-Based Learning in Educational Contexts: Challenges and Intervention Strategies, Electronic Journal of e-Learning
- 2024-12, International Perspectives on Assistive Technologies for Autism and Intellectual Disabilities: Findings from a Delphi Study, Disabilities
- 2024-11-06, Exploring the Impact of Game-Based Learning on Young People’s News Literacy and Digital Citizenship, Media e Jornalismo
- 2024-10-24, Social Inclusion for People with Intellectual Disability and on the Autism Spectrum through Assistive Technologies: Current Needs and Future Priorities, Disability and Rehabilitation: Assistive Technology
- 2024-10-07, Empowering Neurodiverse Voices in Research Ethics through a Playful Card-Based Approach, European Conference on Games Based Learning
- 2024-09-25, Young People’s Diversity and Digital Media: A Systematic Review (2010–2022), Media and Communication
- 2024-05-11, Matemática e Aprendizagem Da Língua Gestual Portuguesa com um Jogo Tangível: Uma Abordagem Inclusiva, Revista Saber Incluir
- 2024-03-01, Evoking happiness through visual storytelling in luxury fashion films, Clothing Cultures
- 2024-02, Ética na investigação com pessoas com deficiência intelectual: linhas orientadoras e materiais acessíveis para a inclusão plena, HUMANITAS : Nada do que é humano nos é alheio
- 2024-02, Ética na Investigação com Pessoas com Deficiência Intelectual: Linhas Orientadoras e Materiais Acessíveis Para a Inclusão Plena, HUMANITAS - Nada do que é humano nos é alheio
- 2024-01-15, Developing and Validating a Qualitative Tool for Playtesting Service Learning-Based Accessible Games: A Comprehensive Approach, EAI Endorsed Transactions on Creative Technologies
- 2024-01, The use of assistive technology to promote practical skills in persons with autism spectrum disorder and intellectual disabilities: A systematic review, DIGITAL HEALTH
- 2023-12-15, Exploring Empathy and Intersectionality in Gaming: a Case Study of Sweetxheart (Small, 2019), Journal of Science and Technology of the Arts
- 2023-10-12, Investigating Inclusivity in Game-Based Learning: Current Practices and Multistakeholder Perspectives, European Conference on Games Based Learning
- 2023-09-29, The Novelty of Collaboration: High School Students Learning and Enjoyment Perceptions When Playing Cooperative Modern Board Games, European Conference on Games Based Learning
- 2023-09-29, The Dark Side of Fun: Understanding Dark Patterns and Literacy Needs in Early Childhood Mobile Gaming, European Conference on Games Based Learning
- 2023-09-29, Mathematics and Sign Language Learning with a Tangible Game: An Inclusive Approach for DHH and Hearing Children, European Conference on Games Based Learning
- 2023-09-29, Barriers and Hindrances to the Effective Use of Games in Education: Systematic Literature Review and Intervention Strategies, European Conference on Games Based Learning
- 2023-09-01, [Roundtable] Analogue Co-Design: Opportunities, Challenges and Other Nuances, International Journal of Games and Social Impact
- 2023-06-15, Game-Based Learning in Higher Education Using Analogue Games, International Journal of Film and Media Arts
- 2023-06-15, Editorial - Games and Learning: Consolidating and Expanding the Potential of Analogue and Digital Games, International Journal of Film and Media Arts
- 2023-06-02, Playing at the school table: Systematic literature review of board, tabletop, and other analog game-based learning approaches, Frontiers in Psychology
- 2023-01-01, Editorial, International Journal of Games and Social Impact
- 2022-11, Media literacy and civic cultures, Observatorio (OBS*)
- 2022-10-31, Mapping the Inclusion of Children and Youth With Disabilities in Media Literacy Research, Media and Communication
- 2022-07-01, Intellectual disability through gaming: Operationalizing accessibility, participation and inclusion, Journal of Gaming & Virtual Worlds
- 2022-04-26, Empowerment and Well-Being Through Participatory Action Research and Accessible Gaming: A Case Study With Adults With Intellectual Disability, Frontiers in Education
- 2022-01-25, The Pedagogical Value of Creating Accessible Games: A Case Study with Higher Education Students, Multimodal Technologies and Interaction
- 2022-01-06, Exploring the Feasibility of Game-Based Tangible Resources in the Teaching of Deaf Preschoolers and their Hearing Peers, Journal of Educational Studies and Multidisciplinary Approaches
- 2020, Empowerment and ownership in intellectual disability gaming: review and reflections towards an able gaming perspective (2010-2020), International Journal of Film and Media Arts
- 2020, Empowerment and ownership in intellectual disability gaming, International Journal of Film and Media Arts
- 2019-12-01, Game creation to promote media and information literacy (MIL) skills in basic education teachers, Revista Lusófona de Educação
- 2019-10-01, Game Review: EVERYTHING, DAVID OREILLY (2017), Journal of Gaming & Virtual Worlds
- 2018-09-01, Videogames as a learning tool: is game-based learning more effective?, Revista Lusófona de Educação
- 2018-09-01, Desenvolvimento e Validação da Escala de Literacia Mediática e Informacional para Alunos dos 2º e 3º Ciclos do Ensino Básico em Portugal, Revista LUsófona de Educação
- 2018-04, Game Creation in Youth Media and Information Literacy Education, International Journal of Game-Based Learning
- 2018, Desenvolvimento e Validação da Escala de Literacia Mediática e Informacional para Alunos dos 2º e 3º Ciclos do Ensino Básico em Portugal, Revista Lusófona de Educação
- 2017, Playing digital security: Youth voices on their digital rights, International Journal of Game-Based Learning
- 2016, A review of research questions, theories and methodologies for game- based learning, Journal of Content, Community and Communication
Book
- 2025, Transformative Learning Through Play; Analogue Games as Vehicles for Educational Innovation, 1, Sara Rye; Carla Sousa; Sousa, Micael, Springer Nature
- 2024, No Barriers, 1, Carla Sousa; Júlia Patrício Pereira; Cátia Sofia Fernandes Casimiro, Edi{\c c
- 2023, From Tokenism to Self-Determination: ethical consideration in research with people with intellectual disabilities, Cátia Sofia Fernandes Casimiro; Carla Sousa; Filipe Costa Luz; Jorge Oliveira; ANA LUISA CARDOSO MARQUES TEIXEIRA LOUREIRO, Edições Universitárias Lusófonas
- 2023, From Tokenism To Self-Determination: Ethical Considerations in Research with People with Intellectual Disabilities, Casimiro, Cátia; Sousa, Carla; Luz, Filipe Soares Branco da Costa; Oliveira, Jorge; Loureiro, Ana, Edições Universitárias Lusófonas
- 2023, Do Tokenismo à Autodeterminação: Considerações Éticas na Investigação com Pessoas com Deficiência Intelectual, 1, Casimiro, Cátia; Sousa, Carla; Luz, Filipe Soares Branco da Costa; Oliveira, Jorge; Loureiro, Ana, Edições Universitárias Lusófonas
- 2023, Book: Media Literacy and Assistive Technologies for Empowerment in Autism, Sousa, Carla; Tkaczyk, Alan H., Edições Universitárias Lusófonas
Book chapter
- 2026, diPlayController: Developing an Accessible and Adjustable Interface for Digital Games, Springer Series in Design and Innovation, Springer Nature
- 2025, The psychology of analogue game-based learning, Transformative learning through play: analogue games as vehicles for educational innovation, Palgrave Macmillan
- 2025, The Cat’s Quest for Connection: A Case of Game Design as a Path for Accessible Culture with Students, Communities, and Museums, Engineering Educational Games for a Sustainable Society, Springer Nature Switzerland
- 2025, Questões de linguagem e inclusão para pessoas com deficiência: uma análise crítica de conteúdo em "Avatar: a Lenda de Aang", Lugares Educativos em Pertencimento e Colaboração, RIO Books
- 2025, Questões de Linguagem e Inclusão Para Pessoas com Deficiência: uma análise crítica de conteúdo em "Avatar: a Lenda de Aang", Lugares Educativos em Pertencimento e Colaboração, RIO Books
- 2025, Perspetivas de Investigação I - O Papel de Quem Joga na Acessibilidade: playtesting e inclusão das Comunidades, Livro Branco de acessibilidade para produtoras de videojogos, AEDPV | APVP | SPCV
- 2025, Introduction to inclusivity in analogue game-based learning: challenges and strategies, Transformative learning through play: analogue games as vehicles for educational innovation, Palgrave Macmillan
- 2025, Digital and analogue gaming in the daily lives of people with intellectual disability - A Case Study in the Portuguese Context, Education Applications and Developments X, inScience Press
- 2025, DESCONSTRUIR “ESTA VISÃO DO ‘NOSSO’ E DO ‘DELES’”: Perspetivas sobre ética, participação e auto-determinação na investigação com jovens com deficiência, com Carla Sousa, LET’S TALK ABOUT ETHICS IN RESEARCH WITH CHILDREN AND YOUNG PEOPLE? What nobody shared online… until now, Edições Universitarias Lusófonas
- 2025, Anexo B. Perspetivas de Investigação I - O Papel de Quem Joga na Acessibilidade: Playtesting e Inclusão das Comunidades, Livro Branco de Acessibilidade para Produtoras de Videojogo, AEDPV | APVP | SPCV
- 2025, 30 Years of Sony PlayStation: a revolution in play and youth culture, Children's Media Yearbook 2025, The Children's Media Foundation
- 2025, 30 Years Of Sony PlayStation: A Revolution In Play And Youth Culture, Children's Media Yearbook 2025, The Children’s Media Foundation
- 2024, Videogame Students in Portuguese Higher Education: Perceptions, Motivations, and Playing Habits – A Case Study, Communications in Computer and Information Science, Springer Nature Switzerland
- 2024, Transnational Legal Frameworks and Context of Employment and Intellectual Disability, No Barriers: Strategies and Best Practices for the Employment of Individuals with Intellectual Disability, Edições Universitárias Lusófonas
- 2024, Supporting Workplace Inclusion: Reasonable Accommodations and Assistive Technologies for Individuals with Intellectual Disability, No Barriers: Strategies and Best Practices for the Employment of Individuals with Intellectual Disability, Edições Universitárias Lusófonas
- 2024, Introduction - Empowerment Through Employment: An Introduction to No Barriers, No Barriers: Strategies and Best Practices for the Employment of Individuals with Intellectual Disability, Edições Universitárias Lusófonas
- 2024, Game-Based Learning for Fostering Digital Literacy in Older Adults: An Intergenerational Approach, Human Aspects of IT for the Aged Population, Springer Nature Switzerland
- 2024, Empowerment through Language, Inclusive Models, and Activism: Nurturing Inclusion for Individuals with Intellectual Disability, No Barriers: Strategies and Best Practices for the Employment of Individuals with Intellectual Disability, Edições Universitárias Lusófonas
- 2024, Desconstruir esta visão do ‘nosso’ e do ‘deles‘: Perspetivas sobre ética, participação e auto-determinação na investigação com jovens com deficiência, com Carla Sousa, Vamos falar sobre ética na investigação com crianças e jovens?: Aquilo que ninguém partilhou online... até agora, Edições Universitárias Lusófonas
- 2024, Contextual Perceived Needs for Inclusive Employment of People with Intellectual Disability, No Barriers: Strategies and Best Practices for the Employment of Individuals with Intellectual Disability, Edições Universitárias Lusófonas
- 2024, Appendix A - Need Analysis Questionnaire, No Barriers: Strategies and Best Practices for the Employment of Individuals with Intellectual Disability, Edições Universitárias Lusófonas
- 2024, Analogue Game-Based Learning to Address Underemployment of People with Intellectual Disability: Resources and Best Practices, No Barriers: Strategies and Best Practices for the Employment of Individuals with Intellectual Disability, Edições Universitárias Lusófonas
- 2023, The dark side of early childhood mobile gaming, The Children’s Media Yearbook 2023, The Children's Media Foundation
- 2023, The Potential Role of TEACCH and PECS for Secondary Education Students With a Focus on Literacy, Media Literacy and Assistive Technologies for Empowerment in Autism, Edições Universitárias Lusófonas
- 2023, The Dark Side Of Early Childhood Mobile Gaming, The Children’s Media Yearbook 2023, 1, 1, The Children's Media Foundation
- 2023, PART I: Autism, Diversity, and Media Literacy – Introduction, Media Literacy and Assistive Technologies for Empowerment in Autism, Edições Universitárias Lusófonas
- 2023, Gaming, Assistive Technologies, and Neurodiversity, Media Literacy and Assistive Technologies for Empowerment in Autism, Edições Universitárias Lusófonas
- 2023, Developing Playful and Tangible Approaches to the Gap Between Academia and Civil Society: Inclusion, and Access Through Participatory Action-Research, ArtsIT 2022: ArtsIT, Interactivity and Game Creation - Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, Springer
- 2023, Decoding the Digital Landscape: Media Literacy for Autism Spectrum Disorder, Media Literacy and Assistive Technologies for Empowerment in Autism, Edições Universitárias Lusófonas
- 2020, Media and information literacy (MIL) for social integration of Portuguese youth, Media and information literacy in critical times: Re-imagining learning and information environments, Universidad Aut{\'o
- 2020, Evaluation of the Effectiveness of Game Creation by Youth for Media and Information Literacy, Global Perspectives on Gameful and Playful Teaching and Learning, IGI Global
- 2019, Media and ICT as promoters of school readiness: beliefs from parents and young children, Crianças, famílias e tecnologias. Que desafios? Que caminhos?, Escola Superior de Educação do Instituto Politécnico de Lisboa
- 2019, Media and ICT as Promoters of School Readiness: Beliefs from Parents and Young Children, Crianças, famílias e tecnologias. Que desafios? Que caminhos?, Escola Superior de Educação do Instituto Politécnico de Lisboa
Edited book
- 2024, Edições Universitárias Lusófonas
- 2021, Universidade Lusófona
Report
- 2025-11, Audiences' barriers and values of theatrical exhibition in small European markets', https://doi.org/10.5281/zenodo.17801509
- 2025-10-01, Newsarcade_Classroom: Seriously Play the News in the Classroom!: D2.1. State of the Art report, http://hdl.handle.net/10437/15729
- 2023-12, YouNDigital: Relatório Survey - Task 3, https://drive.google.com/file/u/2/d/14_ec1kPXWhFyWCa1uN4MrIYIBgdj2_Zc/view?usp=sharing
- 2023, YouNDigital - Relatório Revisão de Literatura PRISMA (fase 2), https://drive.google.com/file/d/1JodRcmcZXUm99Kj3rF6Mxg0lOELPq3NF/view
- 2023, YouNDigital - Relatório Revisão de Literatura PRISMA (fase 2), http://hdl.handle.net/10437/16031
- 2021-09-30, Media Technology and Educational Innovation, http://dx.doi.org/10.13140/RG.2.2.11321.29287
- 2021-09, Media technology and educational innovation, http://hdl.handle.net/10437/16092
- 2021, The Challenges and Opportunities of Analogue Game-Based Learning, https://research.ulusofona.pt/en/publications/c7f9da47-dda4-4ffe-b330-fe4e829c2f8a
- 2019-11, People with Intellectual Disability in Portugal - Report, http://recil.grupolusofona.pt/handle/10437/10170
- 2017-12-26, State of Art in Web Forms (2012-2017) - A literature Review in HCI field , https://lightweightform.io/wp-content/uploads/2018/07/State-of-Art-in-Web-Forms-HCI-Field.pdf
Online resource
- 2021-11-01, OPERAT - laboratory for research and production on tangible accessible resources, https://operat.ulusofona.pt
Conference paper
- Towards Cognitive Accessibility in Digital Game Design: Evidence-Based Guidelines for Adults with Intellectual Disability, 2023 IEEE Conference on Games (CoG)
- Research in serious games for people with intellectual disability: a meta-analysis study, 13th International Conference on Disability, Virtual Reality and Associated Technologies
- Modern Board Games as a Proposal for Teaching Physics with a Focus on Science,Technology and Society (STS)
- MODDING FOR COGNITIVE ACCESSIBILITY: EXPERIENCES WITH COMMERCIAL ANALOGUE GAMES AND NEURODIVERGENT PLAYERS
- Good practices in creating an inclusive environment in High Education Institutions, INFORMATION SOCIETY 2024 - 27th International multiconference - Digital Inclusion in Information Society
- GameIN: Proposing methodological disruptions in the study of inclusive games, IAMCR 2023
- Educacaoacessivel.pt: a case study of production and application of video games for teaching mathematics to deaf people, Play2Learn - The GamiLearning Conference
- 2024-06-16, Bridging play and inclusion: A qualitative investigation into accessibility challenges and innovations in board game design, International Conference on Education and New Developments (END 2024)
- 2024-04-22, Perceptions of Inclusion Professionals on Employability of Individuals With Intellectual and Developmental Disabilities: a Transnational Study, International Psychological Applications Conference and Trends (InPACT) 2024
- 2023-07-09, GameIN: Proposing Methodological Disruptions in the Study of Inclusive Games, IAMCR 2023 Lyon - Inhabiting the planet: Challenges for media, communication and beyond
- 2023, Investigating Inclusivity in Game-Based Learning
- 2022-11-07, An Accessible and Inclusive Future for Tabletop Games and Learning: Paradigms and Approaches, 15th annual International Conference of Education, Research and Innovation - ICERI 2023
- 2022-10-06, Inclusive AR-games for Education of Deaf Children: Challenges and Opportunities, 16th European Conference on Games Based Learning - ECGBL 2022
- 2022, Inclusive AR-games for Education of Deaf Children
- 2021-10-23, GBL for Psychological Intervention Related Skills: What Challenges? What Paths?, 15th European Conference on Game-Based Learning (ECGBL 2021)
- 2020-12-11, Formação online e capacitação para a utilização, criação e co-criação de jogos como estratégia de inclusão de pessoas com deficiência intelectual: Experiências de um projeto europeu, V Encontro do Obervatório da Deficiência e Direitos Humanos (ODDH) - A deficiência face à crise pandémica: Desafios e respostas
- 2020-09-09, Research in serious games for people with intellectual disability: a meta-analysis study, 13th International Conference on Disability, Virtual Reality & Associated Technologies - ICDVRAT 2020
- 2020-08-24, Developing a participatory game creation e-course in the field of Intellectual Disability, IEEE Conference of Games 2020
- 2020-05-15, Conceção de um e-course sobre processos participativos na criação de jogos como estratégia de capacitação na área da Deficiência Intelectual, 5º Encontro sobre Jogos e Mobile Learning 2020
- 2019-12, Níveis de literacia mediática em estudantes do 2º e 3º ciclos do ensino básico em Portugal, 5º Congresso Literacia, Media e Cidadania
- 2019-10-03, Games for Education of Deaf Students: A Systematic Literature Review, 12th European Conference on Game Based Learning - ECGBL2019
- 2019-10-03, Developing Pedagogical Videogames to Support Math Learning in Deaf Children: A Work in Progress (Phases 1-3)., 13th European Conference on Games Based Learning - ECGBL 2019
- 2019-07-01, Cognitive Foundations of Mathematics Learning in Deaf Students: a Systematic Literature Review, 11th International Conference on Education and New Learning Technologies - EDULEARN 2019
- 2019, Games for education of deaf students
- 2019, Developing pedagogical videogames to support math learning in deaf children
- 2018-10-04, Making games, making literacy: A case-study in formal educational contexts, 12th European Conference on Games Based Learning - ECGBL 2018
- 2018-04-19, A Case Study of Production and Application of Video Games for Teaching Mathematics to Deaf People, Play2Learn - The GamiLearning Conference
- 2017-07-03, Games for Media and Information Literacy - Developing Media and Information Literacy skills in children through digital games creation, 9th International Conference on Education and New Learning Technologies - EDULEARN2017
- 2017-07-03, Are Videogames a waste of time? - A multi-stakeholder approach, 9th International Conference on Education and New Learning Technologies - EDULEARN 2017
- 2017-07, Digital game creation for media and information literacy development in children, ECGBL 2017
- 2017-03-06, Drivers and Motivations to Game-Based Learning approaches - A perspective from parents and teachers, 11th International Technology, Education and Development Conference - INTED2017
- 2016-10-13, The effect of virtual reality-based serious games in cognitive interventions: A meta-analysis study, 4th Workshop on ICTs for improving patients rehabilitation research tecniques - REHAB '16
Conference abstract
- 2024-09, What Matters in Accessible Communication for People with Neurodiversity?: A Systematic Review, 10th European Communication Conference (ECREA)
- 2017, Os Videojogos na Educação: a perspetiva de pais, professores e estudantes, 4.º Congresso Literacia, Media e Cidadania
- 2016-07, Inside the black-box: a path for children rights in a digital connected presence, Children's and Young People's Rights in the Digital Age
Conference poster
- 2019-12-13, A eficácia das intervenções baseadas em videojogos na promoção de competências em pessoas com deficiência intelectual, IV Encontro ODDH - Deficiência, Políticas Públicas e Direitos Humanos
- 2019-12-13, A eficácia das intervenções baseadas em videojogos na promoção de competências em pessoas com deficiência intelectual, IV Encontro ODDH - Deficiência, Políticas Públicas e Direitos Humanos
- 2019-07-02, Development and Validation of the Media and Information Literacy Scale (MILS) for the 2nd and 3rd Cycle of Basic Education in Portugal, XVI European Congress of Psychology, Moscow, Russia
- 2019-03, Rastreio Neuropsicológico e Estudo das Associações entre Metacognição e Sintomatologia em Indivíduos com Perturbação de Consumo de Substâncias: Estudo Exploratório Preliminar, V Congresso Nacional da Sociedade Portuguesa da Psicossomática: Re-Pensar a Psicossomática
- 2018-10-31, Measuring media and information literacy (MIL) among students aged 9 to 14 years old from Portugal and Austin, 7th European Communication Conference - ECREA 2018
- 2016-10-13, Reabilitação Neuropsicológica na Esquizofrenia: um estudo de revisão, I Encontro de Psiquiatria da Casa de Saúde da Idanha
- 2016-05-23, Games for media and information literacy learning: objectives, research design and recent outcomes, UT Austin Portugal Portugal Annual Conference
- 2016-05-23, Games for Media and Information Literacy Learning: Objectives, Research Design and recent Outcomes, UT-Austin I Portugal Conference
- 2015-11-19, Recovery em utentes da Casa de Saúde da Idanha integrados num programa de reabilitação na comunidade, XI Congresso Nacional de Psiquiatria
Physical object
- 2023, diPlay controller ¿ an accessible and adjustable interface for videogames
- 2022, Puzzle das Estações
- 2022, Puzzle da Saúde
- 2022, Puzzle Duplo
- 2022, Cubo de Formas





