Tadeu Moreira de Classe

@unirio.br

Graduate Program on Informatics
Federal University of the State of Rio de Janeiro (UNIRIO)

Tadeu Moreira de Classe
Professor in the Graduate Program in Informatics (PPGI) and teacher in the bachelor in Information systems (BSI) at the Federal University of the State of Rio de Janeiro (UNIRIO). Head leader in the Research Group of Games to Complex Contexts (JOCCOM). Ph.D. in Informatics by UNIRIO (2019). Master in Computer Science by UFJF (2014). Bachelor in Information Systems by CES/JF (2011). Technical in Informatics by CTU/UFJF (2007). And System Analyst with many experienced years.

EDUCATION

- Ph.D. in Informatics. Universidade Federal do Estado do Rio de Janeiro, UNIRIO, Brasil. Year of degree: 2019.
- Master´s in Computer Science. Universidade Federal de Juiz de Fora, UFJF, Brasil. Year of degree: 2014.
- Bachelor in Information Systems. Centro Universitário Academia - UniAcademia, UniAcademia, Brasil. Year of degree: 2011.

RESEARCH, TEACHING, or OTHER INTERESTS

Information Systems, Software
32

Scopus Publications

582

Scholar Citations

12

Scholar h-index

18

Scholar i10-index

Scopus Publications

  • A Non-functional Requirements Catalog of Aesthetics for Digital Games
    Rafael Felipe Colloca Carrion, Henrique Prado de Sá Sousa, Tadeu Moreira de Classe
    Communications in Computer and Information Science, 2026
  • Investigating Gamification to Reduce Procrastination-Systematic Literature Review
    Milena Batalha Pereira, Tadeu Moreira de Classe, Sean Wolfgand Matsui Siqueira
    Journal on Interactive Systems, 2025
    Introduction: Procrastination significantly impacts in the lives of young people and adults, both in academic and professional contexts, reducing interest, performance and productivity. The prevalence rates in the general adult population highlight the frequency of this phenomenon. Procrastination, defined as the voluntary postponement of tasks despite awareness of its negative consequences, undermines academic performance, workplace productivity, and mental and physical health. Gamification, as a strategy within interactive systems, has been recognized for its potential to enhance motivation and, consequently, to reduce procrastination. Methods: This study explores how integrating gamification elements (such as points, badges, challenges, leaderboards, and progress bars) into interactive systems can improve user engagement, motivation, and task management, and consequently, help to reduce procrastination. The research methodology followed a systematic literature review, guided by SEGRESS guidelines. Results: The review included 24 studies, carefully selected from 781 identified through reputable databases. The findings highlight both the potential benefits and the challenges of employing gamification to combat procrastination. Discussion: This research emphasizes the importance of personalization in gamification strategies to address procrastination effectively. It further contributes to interactive systems design by exploring how organizational processes/behaviors and productivity can be enhanced through gamification systems (technology), tailored to assist users (students, workers, and procrastinators in general) in overcoming procrastination-related challenges.
  • Simulation Sickness in Virtual Reality Games, How to Relieve it - Systematic Literature Study
    Milena Batalha Pereira, Felipe da Silva Lancelotte, Tadeu Moreira de Classe, Ana Cristina Bicharra Garcia
    ACM International Conference Proceeding Series, 2024
  • PYP4Training: designing digital games for business process training
    Tatiane Neves Lopes, Renata Mendes de Araujo, Tadeu Moreira de Classe, Flávio dos Santos Sant'Anna
    Business Process Management Journal, 2024
    PurposeBusiness process training is a crucial activity in the business process management lifecycle, performed whenever an organization needs to train workers about how to carry out their activities according to defined processes, after significant process changes, or whenever new workers come on board. Due to their motivational character, serious games have been understood as an unconventional alternative to support training in organizational processes. Still, methodologies to design serious digital games specifically for business process training are missing in the literature. This research paper presents a method – Play Your Process for Training (PYP4Training) – for designing digital games for business process training.Design/methodology/approachThe research is guided by design science research methodologies and comprises the adaptation of Play Your Process (PYP), a method for designing business process-based digital games (BPBDG). PYP activities and supporting tools were shaped to cope with the specific requirements of BPBDG design for process training purposes, bringing to light a new method: PYP4Training.FindingsPYP4Training was evaluated by designing a BPBDG for training a heavy equipment maintenance process in a multinational mining company. The game was evaluated by process owners and actors who reported a positive perception of the game as an option for process training. However, there is still space for improving trainees' engagement.Originality/valueThe research proposes an innovative way for business process training using digital games. Nevertheless, literature shows a lack of systematic procedures to build such games and results about their use.
  • Foreword: Research in Information Systems Track of SBSI 2024
    ACM International Conference Proceeding Series, 2024
  • Unveiling Corruption: A Game With The Purpose of Give Thought to Environmental Corruption Topics
    Vinicius Santos De Abreu, Tadeu Moreira de Classe, Ronney Moreira de Castro
    ACM International Conference Proceeding Series, 2024
    Context: Corruption is a worrying topic worldwide because it is the primary source of issues related to social problems, environmental crimes, ineffective health, low education, and other contexts. Problem: In this scenario, citizens, the most harmed actors in corruption scenarios, can become the main weapon against it. By providing information and giving them chances to get knowledge and think critically, they could fight against corrupt situations. Nevertheless, it is a non-trivial task. Solution: Thus, we present the game Green Greed in this paper. Considering the teaching and learning features already recognized in games with a purpose, our game gives information that allows citizens to think critically about environmental corruption and its relation to climate change. IS Theory: We based the game design process on the rhetorical theory because, using it, we could present critical information and persuade our audience by the crucial problem that the game approaches. Method: We evaluate the game using a quasi-experiment to analyze the player’s perception of the game’s pedagogical subject, rhetorics, and critical thinking. We analyzed data by quantitative methods such as descriptive and inferential statistics. Summary Results: We observed evidence that players perceived the game elements related to pedagogical subjects, rhetorics, and critical thinking. Also, we could observe the correlation among these game elements. Contributions to IS: Thus, this study brings contributions to the SI area by proposing games as supporting tools to make citizens learn and think about corruption issues. In addition, beyond the social relevance of this theme, the research is aligned with the GranDSI-BR 2016-2026 and GranDGamesBR 2020-2030.
  • Alternative Techniques of Teaching and Learning in Brazilian Information Systems Courses: A Glimpse from Students and Teachers
    Tadeu Moreira de Classe, Ronney Moreira de Castro, Cátia C. Carnevalli De Castro
    ACM International Conference Proceeding Series, 2024
    Context: Today’s digital society requires various skills like critical thinking, problem-solving, and decision-making. Educational processes must align with these skills and real-world situations, fostering reflective thinking and knowledge-building in students. Problem: Despite the crucial role of information systems (IS) courses for people in the technology information job market, many students exhibit low motivation in their classes, often caused by traditional teaching approaches. Solution: In this sense, this article explores the perceptions of teachers and students about conventional and alternative teaching methods in disciplines of Brazilian IS courses. Method: Our research employs survey-based steps. IS Theory: We used grounded theory and count methods as qualitative data analysis approaches. Summary Results: Findings highlight the use and impact of traditional and alternative techniques in IS courses, providing insights into teaching methodologies, learning processes, and student motivation. Contributions to IS: The research contributes to the information systems field, offering insights into teaching practices in Brazilian courses and suggesting strategies for enhancing IS education in the country.
  • Could Gameplay Data of Games with a Purpose Assist in Training Hazardous Situations in the Industry?
    Cristiano Barroso Serra, Tadeu Moreira de Classe
    Journal on Interactive Systems, 2024
    Accidents and risks in the industry pose significant challenges concerning executing critical tasks. Inadequate employee training compromises the ability to manage risks, making the environment prone to accidents. In this context, games with training purposes emerge as a promising solution, providing an interactive and immersive environment. Focusing on improved risk management, organizational managers can utilize data collected by these games as metrics for monitoring and enhancement. However, it is necessary to understand how games with a purpose can contribute to the training process for hazardous situations in the industry. With this in mind, this study investigates the topic by exploring both the literature through a systematic mapping and the perceptions of workers from an oil and gas industry through a survey. As a result of the investigations, techniques for analyzing and visualizing gameplay data obtained from training games, design elements, game genres, and primary usage contexts were identified. Additionally, it was possible to analyze workers' perceptions from the oil and gas industry of how these games and their data can add value and contribute to safety training sections within their workplaces. Therefore, there were indications that games with a purpose, combined with data analysis and visualization techniques, can offer a new perspective for conducting and evaluating training, providing information that contributes to improving work quality indices and reducing severe accident risks within the industry.
  • Games With Safety Training Purposes in the Industry: Game Design Method and Its Demonstration
    Roberto Rufino Júnior, Tadeu Moreira de Classe, Camila de Castro Lima
    Journal on Interactive Systems, 2024
    Work accidents are a concern for the industry as they can generate human, material, and economic losses. One way to mitigate them is to conduct efficient safety training, but they cannot always arouse the necessary interest and engagement of those trained. Games with a purpose are tools widely used for training in different contexts. They are identified as innovative, immersive, and attractive approaches, but they are complex to develop. This article presents SafetyPlay Game Design (SpGD), a structured method for designing safety training games with well-defined steps that support translating training elements into an immersive and playful game environment. Since we seek to build an artifact as an intervention to a problem in a real context, we based the research methodology on Action Research to conduct the investigations. Therefore, the intervention in the context of security training continued with creating and demonstrating the SpGD method based on the construction of a digital game for training. In this way, the evaluation undertaken in this research considered two moments: i) the ability of SpGD to develop the game, considering when we evaluated it by volunteers regarding game experience and perception of safety training, and ii) the validated method through interviews with game designers, experts in designing training games. The results point to evidence that the SpGD method supported the design of a game that allowed a positive gaming experience considered by game designers to be viable and useful for this purpose, in addition to allowing people to learn training concepts and risks. Therefore, this research contributes to the game design field and the industry, providing opportunities for creating interactive training that can complement traditional security training.
  • Metaverse as a Learning Environment for Blended Teaching
    Tadeu Moreira de Classe, Ronney Moreira de Castro, Eduardo Gomes de Oliveira
    Ried Revista Iberoamericana De Educacion A Distancia, 2023
    A COVID-19 motivou profundas transformações no campo educacional, acelerando mudanças relacionadas ao uso de novas tecnologias para alunos e professores, sendo forçados a frequentaram ambientes remotos constantemente e adaptarem as práticas educacionais a eles. Com o retorno gradativo às atividades presenciais após o período crítico da pandemia, alunos e professores enfrentaram o crescimento de uma desafiadora realidade, o ensino e aprendizado híbrido. Neste contexto, o uso de tecnologias como o metaverso surge como abordagem natural a este tipo de ensino, uma vez que apresenta a proposta de estender o mundo real para ambientes virtuais. Neste artigo, o objetivo é apresentar o uso de um metaverso como um ambiente de aprendizado para dar suporte ao ensino híbrido. Através de um estudo quasi-experimental em uma turma de ensino superior, foi analisada a percepção dos alunos e sua motivação ao usar este tipo de abordagem para o ensino híbrido. Como resultados, foram identificadas evidências positivas de que o metaverso foi percebido com um bom ambiente de aprendizado para o ensino híbrido e que proporcionou motivação aos alunos para a realização das atividades didáticas propostas. Assim, a partir das lições aprendidas na pandemia, este trabalho traz contribuições ao apresentar uma possível abordagem usando o metaverso como ambiente de aprendizado para suportar as necessidades do ensino híbrido.
  • Foreword: Program Committee
    ACM International Conference Proceeding Series, 2023
  • Evaluating Students’ Technology Acceptance of Use of Metaverse as an Educational Information System for Hybrid Education
    Tadeu Moreira de Classe, Ronney Moreira de Castro, Henrique Prado De Sá Sousa
    ACM International Conference Proceeding Series, 2023
  • Games With Training Purpose for Hazard Situations in the Industry - Systematic Mapping of the Literature
    Roberto Rufino Júnior, Tadeu Moreira de Classe, Sean Wolfgand Matsui Siqueira
    ACM International Conference Proceeding Series, 2023
  • EndGame for Corruption-A DPE-Based Framework to Support the Design of Serious Games for Fight Against Corruption
    Vinicius Santos de Abreu, Tadeu Moreira de Classe
    Journal on Interactive Systems, 2023
  • Current Risk Situation Training in Industry, and Games as a Strategy for Playful, Engaging and Motivating Training
    Roberto Rufino Júnior, Tadeu Moreira de Classe, Rodrigo Pereira dos Santos, Sean Wolfgand Matsui Siqueira
    Journal on Interactive Systems, 2023
  • Games as Mediating Platforms in an Open and Digital World
    Tadeu Moreira de Classe, Renata Mendes de Araujo
    Communications in Computer and Information Science, 2023
  • Interactive narratives as an alternative business process model
    International Conference on Information Systems Icis 2023 Rising Like A Phoenix Emerging from the Pandemic and Reshaping Human Endeavors with Digital Technologies, 2023
  • PYP4Training - Ludifying Business Process Training
    Tatiane Neves Lopes, Renata Mendes de Araujo, Tadeu Moreira de Classe, Thayná Gomes
    Lecture Notes in Business Information Processing, 2023
  • Narratives for Business Processes-based Digital Games: Systematic Mapping of the Literature
    Márcio Rocha Ferreira, Tadeu Moreira de Classe
    ACM International Conference Proceeding Series, 2022
  • How Could Information Systems Support Transparency to Face Corruption? Systematic Mapping of the Literature
    Tadeu Moreira de Classe, Henrique Prado de Sá Sousa, Ronney Moreira Castro
    ACM International Conference Proceeding Series, 2022
  • VAPBr: Values in Digital Games for Public Service in Brazil
    Tadeu Moreira de Classe, Fabrício Janssen, Renata Araujo
    International Journal of Serious Games, 2021
  • Public Processes Are Open for Play
    Renata Mendes, Tadeu Classe, Sean Siqueira, Geraldo Xexéo
    Digital Government Research and Practice, 2021
  • Tools, Resources and Techniques for Active Learning at COVID-19 - A Look at the Private Brazilian Higher Education Network
    Tadeu Moreira De Classe, Ronney Moreira Castro
    Proceedings 2021 16th Latin American Conference on Learning Technologies Laclo 2021, 2021
  • Design of Ontology Alignment Repair Systems to Support Domain Experts
    Ceur Workshop Proceedings, 2021
  • A Useful Tool to Support the Ontology Alignment Repair
    Miriam Oliveira dos Santos, Carlos Eduardo Ribeiro de Mello, Tadeu Moreira de Classe
    Lecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics, 2020
  • The Play Your Process Method for Business Process-Based Digital Game Design
    Tadeu Moreira de Classe, Renata Mendes De Araujo, Geraldo Bonorino Xexéo, Sean Siqueira
    International Journal of Serious Games, 2019
  • From business processes to digital games: A mapping proposal
    Tadeu Moreira de Classe, Renata Mendes de Araujo, Geraldo Bonorino Xexéo
    ACM International Conference Proceeding Series, 2018
  • A Distributed Infrastructure to Support Scientific Experiments
    Tadeu Classe, Regina Braga, José Maria N. David, Fernanda Campos, Wagner Arbex
    Journal of Grid Computing, 2017
  • Designing serious games for citizen engagement in public service processes
    Nicolas Pflanzl, Tadeu Classe, Renata Araujo, Gottfried Vossen
    Lecture Notes in Business Information Processing, 2017
  • A collaborative approach to support e-science activities
    Tadeu Classe, Regina Braga, Jose Maria N. David, Fernanda Campos, Marco Antonio Araujo, et al.
    Proceedings of the 2016 IEEE 20th International Conference on Computer Supported Cooperative Work in Design Cscwd 2016, 2016
  • A semantic peer to peer network to support e-Science
    Tadeu Classe, Regina Braga, Fernanda Campos, Jose Maria Nazar David
    Proceedings 11th IEEE International Conference on Escience Escience 2015, 2015
  • E-sciencenet: Service composition in scientific domains
    Proceedings of the Iadis International Conference Www Internet 2013 Icwi 2013, 2013

RECENT SCHOLAR PUBLICATIONS

  • Escape Room Educacional Digital como Ferramenta de Aprendizado na Disciplina de Banco de Dados
    TM de Classe, RM de Castro, EG de Oliveira
    Simpósio Brasileiro de Informática na Educação (SBIE), 550-563 , 2025
    2025
  • Do Latim ao Português nas Telas Digitais: Inovando no Ensino de Português Através do Storytelling Digital
    EG de Oliveira, TM de Classe, LGR Barbosa, RM de Castro
    Simpósio Brasileiro de Informática na Educação (SBIE), 759-772 , 2025
    2025
  • Formação Docente no Uso do Storytelling Digital como Ferramenta Pedagógica
    EG de Oliveira, TM de Classe
    Revista Brasileira de Informática na Educação 33, 1544-1566 , 2025
    2025
  • Gamificação no ensino técnico de desenvolvimento de sistemas: engajamento, motivação e fluxo no pós-pandemia
    EG de Oliveira, JJ dos Santos Junior, IIBS Pinto, TM Classe, S Isotani
    ETD-Educação Temática Digital 27, e025053-e025053 , 2025
    2025
  • Narrativa Interativa Procedural: Abordagem em IA Generativa para Histórias e Diálogos Sempre Inéditos
    TM de Classe, EG de Oliveira, RM de Castro
    Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 136-147 , 2025
    2025
  • Mapeamento Sistemático da Literatura Sobre Frameworks de Game Design Baseados em Motivação e Emoção
    DAD D’Andrea, TM de Classe, SWM Siqueira
    Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 48-59 , 2025
    2025
  • Técnicas de Autobalanceamento em Jogos Digitais-Mapeamento Sistemático da Literatura
    CB Serra, TM de Classe, SWM Siqueira
    Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 254-266 , 2025
    2025
  • Há Consenso Cultural? Descrição e Avaliação Qualitativa de Uma Taxonomia de Gênero de Jogos Digitais
    HH Cardouzo, TM de Classe, SWM Siqueira
    Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 837-847 , 2025
    2025
  • Beyond Play Your Process-Game Design and Business Process Model: A Rapid Review
    C da Conceição Lima, G Xexéo, TM de Classe
    Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 35-47 , 2025
    2025
  • Percepção de Experiência dos Jogadores em Plataformas Digitais Online para RPGs e Jogos de Tabuleiro
    JVA Figueira, TM de Classe
    Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 781-791 , 2025
    2025
  • Storytelling e Narrativas Interativas para Treinamento de Risco na Indústria-Uma Revisão Rápida da Literatura
    RR Júnior, TM de Classe
    Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 2098-2109 , 2025
    2025
  • O Papel das Ferramentas de Brainstorming e Psicologia no Processo Criativo do Game Design: Survey com Profissionais da Indústria de Jogos
    DAD D’Andrea, TM de Classe, SWM Siqueira, MR Battistella
    Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 1978-1989 , 2025
    2025
  • Digital Game Development Using Large Language Models (LLMs): An Exploratory Study
    CB Serra, GMB Serra, TM de Classe
    Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 538-549 , 2025
    2025
  • Análise de Jogos Digitais Usando um Catálogo de Qualidade de Estética-Uma Prova de Conceito de Aplicação
    RFC Carrion, TM de Classe, HP de Sá Sousa
    Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 380-391 , 2025
    2025
  • Gamificação em Aplicativos de Organização Pessoal: Uma Análise de Mercado
    MB Pereira, HH Cardouzo, TM de Classe
    Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 2022-2034 , 2025
    2025
  • Autobalanceamento de jogos digitais a partir do uso de Controladores Proporcional-Integrativo-Derivativo (PID)
    CB Serra, TM de Classe
    Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 345-350 , 2025
    2025
  • SafetyPlay Game Design: Um Método Estruturado para Jogos de Treinamento de Segurança na Indústria
    RR Júnior, TM de Classe
    Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 312-318 , 2025
    2025
  • Prefácio e Organização
    TM de Classe, MSP Pessoa
    Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), i-xv , 2025
    2025
  • A Non-functional Requirements Catalog of Aesthetics for Digital Games
    RFC Carrion, HP de Sá Sousa, TM de Classe
    International Workshop on Interaction and Player Research in Game … , 2025
    2025
  • Storytelling Digital para a Jornada do Herói: Abordagem Didática na Aprendizagem e Narrativas para Jogos Digitais
    TM de Classe, EG de Oliveira, RM de Castro
    Workshop sobre Educação em Computação (WEI), 137-148 , 2025
    2025

MOST CITED SCHOLAR PUBLICATIONS

  • The play your process method for business process-based digital game design
    TM de Classe, RM De Araujo, GB Xexéo, S Siqueira
    International Journal of Serious Games 6 (1), 27-48 , 2019
    2019
    Citations: 41
  • Designing serious games for citizen engagement in public service processes
    N Pflanzl, T Classe, R Araujo, G Vossen
    International Conference on Business Process Management, 180-191 , 2016
    2016
    Citations: 31
  • Jogos digitais baseados em processos de negócio
    TM de Classe, R de Janeiro-UNIRIO, RM de Araujo, G Xexéo
    Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames) , 2019
    2019
    Citations: 21
  • Public processes are open for play
    TM De Classe, RM De Araujo, GB Xexéo, SWM Siqueira
    Digital Government: Research and Practice 2 (4), 1-18 , 2021
    2021
    Citations: 19
  • Current risk situation training in industry, and games as a strategy for playful, engaging and motivating training
    RR Júnior, TM de Classe, RP dos Santos, SWM Siqueira
    Journal on Interactive Systems 14 (1), 138-156 , 2023
    2023
    Citations: 18
  • O que são jogos: Uma introdução ao objeto de estudo do ludes
    G Xexéo, A Carmo, A Acioli, B Taucei, C Dipolitto, E Mangeli, J Kritz, ...
    Relatório Técnico do LUDES RT LUDES 1 , 2017
    2017
    Citations: 18
  • Desaparecidos rj–um jogo digital para o entendimento de processos de prestaçao de serviços públicos
    T Classe, R Araujo, G Xexeo
    XVI Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames 2017 … , 2017
    2017
    Citations: 18
  • Metaverso como um ambiente de aprendizado para o ensino híbrido
    TM de Classe, RM de Castro, EG de Oliveira
    RIED-Revista Iberoamericana de Educación a Distancia 26 (2) , 2023
    2023
    Citations: 16
  • Process model game design: Uma ferramenta para apoio a sistematização de design de jogos digitais baseados em processos de negócio
    T Classe, RM Araujo, GB Xexéo
    Simpósio Brasileiro de Jogos e Entretenimento Digital-SBGames , 2018
    2018
    Citations: 16
  • Evaluating students’ technology acceptance of use of metaverse as an educational information system for hybrid education
    TM Classe, RM Castro, HPDS Sousa
    Proceedings of the XIX Brazilian Symposium on Information Systems, 197-205 , 2023
    2023
    Citations: 14
  • A distributed infrastructure to support scientific experiments
    T Classe, R Braga, JMN David, F Campos, W Arbex
    Journal of Grid Computing 15 (4), 475-500 , 2017
    2017
    Citations: 14
  • Gamificação para participação social em processos públicos: mapeamento sistemático
    T Classe, R Araujo
    Simpósio Brasileiro de Sistemas Colaborativos (SBSC), 130-137 , 2015
    2015
    Citations: 13
  • Investigating gamification to reduce procrastination-systematic literature review
    MB Pereira, TM de Classe, SWM Siqueira
    Journal on Interactive Systems 16 (1), 302-319 , 2025
    2025
    Citations: 11
  • Metaverso: Ambiente de colaboração e aprendizado em aula híbrida
    TM de Classe, RM de Castro
    Simpósio Brasileiro de Sistemas Colaborativos (SBSC), 16-29 , 2023
    2023
    Citations: 11
  • Play your process-uma método de design de jogos digitais baseados em modelos de processos de negócio
    TM de Classe, SWM Siqueira, RM de Araujo, GB Xexéo
    Simpósio Brasileiro de Sistemas de Informação (SBSI), 142-157 , 2020
    2020
    Citations: 11
  • Xô Corona: aprendendo medidas preventivas da COVID-19 através de um jogo
    JS Kritz, LM Costa, TM Classe, GB Xexéo
    Proceedings of SBGames 2020, 1-10 , 2020
    2020
    Citations: 11
  • Metodologia para desenvolvimento de jogos com proposito de um laboratorio de ludologia
    E Mangeli, TM de Classe, H Macedo, P Marques, LM Costa, G Xexéo
    Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames), 143-151 , 2021
    2021
    Citations: 10
  • Jogos Digitais Para Participação Cidadã em Processos de Prestação de Serviços Públicos
    T Classe, R Araujo
    Workshop de Teses e Dissertações do Simpósio Brasileiro de Sistemas de … , 2016
    2016
    Citations: 10
  • Narratives for business processes-based digital games: Systematic mapping of the literature
    MR Ferreira, TM Classe
    Proceedings of the XVIII Brazilian Symposium on Information Systems, 1-9 , 2022
    2022
    Citations: 9
  • VAPBr: values in digital games for public service in Brazil
    TM de Classe, F Janssen, R Araujo
    International Journal of Serious Games 8 (4), 25-48 , 2021
    2021
    Citations: 9