Joao Paulo Pereira de Sousa

@professor adjunto

Instituto Politécnico de Bragança

30

Scopus Publications

Scopus Publications

  • Exploring Video Game Monetization: Analysis of Strategies, Trends, and Ethical Implications
    Tatiana Ferreira, Tatiana Batista, Pedro Malheiro, Tiago Lopes, João Vitorino, et al.
    Societal Approaches to AI Psychology and Digital Culture, 2025
    This study offers a comprehensive mapping of the scientific literature on video game monetization, addressing a significant gap in the systematic exploration of this multidimensional topic. Drawing on data from the Scopus database and analytical tools, the research highlights key themes, influential authors, and emerging trends shaping the field. The analysis reveals distinct waves of scholarly interest, correlating with industry innovations like freemium models and battle passes, and highlights the interdisciplinary nature of the field. Co-citation and bibliographic coupling analyses uncover robust intellectual and social networks, with prominent contributors advancing knowledge on monetization's ethical, psychological, and economic dimensions. Furthermore, the study explores the implications of monetization practices on player retention, engagement, and satisfaction, underscoring the balance between profitability and ethical considerations.
  • User-generated content’s influence on tourist destination image: a generational perspective
    Ricardo Correia, Evelina Aksionova, Dominyka Venciute, João Sousa, Ruta Fontes
    Consumer Behavior in Tourism and Hospitality, 2025
    Purpose This study aims to examine the moderating role of generational identity in the relationship between user-generated content (UGC) and tourist destination image. It seeks to unveil the differential impact of UGC on the cognitive and affective dimensions of tourist destination image across generational cohorts: Generation Z, Millennials and Generation X. Design/methodology/approach This study has an experimental design. It used online surveys to gather data from 317 participants recruited through social media channels. Participants were presented with both positive and negative UGC, and their responses were measured using cognitive and affective scales. Findings This study reveals that UGC significantly affects both the cognitive and affective dimensions of the destination image. However, the impact on the cognitive aspect is moderated by generational differences, with distinct variations observed across Generation Z, Millennials and Generation X. No significant generational moderation was found for the affective dimension, indicating a universal influence of UGC on emotional perceptions of destinations. Practical implications The findings suggest that marketers should tailor their communication strategies to the generational characteristics of their target audience, especially concerning the cognitive aspects of destination marketing. However, for affective appeals, a uniform strategy could be applied across generations, simplifying the approach for emotional marketing content. Originality/value This research contributes to the extant literature by highlighting the importance of generational segmentation in the strategic marketing of tourism destinations. It extends the discourse to generational analysis, providing a more granular understanding of the interactions between tourists and UGC.
  • Reshaping the Video Game Landscape With AI and GenAI
    Reshaping the Video Game Landscape with AI and Genai, 2025
  • From Paper to Pixels: Teleporting History with TIMECRAX
    Júlio Faria, João Sousa, Rui Lopes, Rogério Tavares
    Procedia Computer Science, 2025
  • Extended Reality and Phobia Treatments: A Systematic Literature Review
    Tatiana Ferreira, Tatiana Batista, Tiago Lopes, Pedro Malheiro, João Vitorino, et al.
    Procedia Computer Science, 2025
  • Literature review on the XR technologies in tourism: One decade of virtual continuum in tourism
    Rogerio Tavares, João Paulo Sousa, Ricardo F. Correia, Tiago Fernandes
    AI Innovations for Travel and Tourism, 2024
    This chapter begins with a concise overview of recent studies and reports on how the tourism industry is embracing digital transformation. This initial section aims to provide context for the current significance of technology adoption in tourism and an insight into the prevailing strategies and challenges faced by the industry. In light of this context, it becomes essential to delve into the scientific literature to comprehend how it reflects the evolution of technology adoption within tourism, including themes under investigation and potential trends. Hence, the following section delves into a bibliometric analysis of scientific production related to the use of technologies in tourism over the past decade. This study enables us to gain a comprehensive understanding of the evolving scientific literature on technology adoption in tourism and it sets forth an agenda for future research, paving the way for advancements in the realm of new digital technologies in the tourism sector.
  • Artificial intelligence and the tourism film: Challenges and possibilities
    Tiago Fernandes, Rogério Tavares, João Paulo Sousa, Ricardo F. Correia
    AI Innovations for Travel and Tourism, 2024
    Today, the importance of audiovisual production in the tourism industry is undeniable. Whether it's through products designed specifically to promote a particular territory, such as tourism films, or the recent phenomenon known as “film tourism,” in which tourists travel to places they know from the movies, this reality ends up being valued and celebrated at festivals dedicated specifically to this area, such as the Portuguese festival “Art&Tur - International Tourism Film Festival,” the German festival “The Golden City Gate,” part of “ITB Berlin,” or the “World Tourism Film Awards,” organized by the CIFFT - International Committee of Tourism Film Festivals. With the recent massification of artificial intelligence, which even though it's not a recent technology has become the order of the day due to the recent events involving the company Open AI and, more specifically, its online chatbot Chat GPT, the population in general and the scientific community in particular have begun to take a closer look at AI. In the specific case of audiovisual production, while there were a number of tools that already made use of technology in the past and were mainly used in the post-production process (special effects, sound manipulation, etc.), the truth is that AI currently presents some challenges and, on the other hand, some potential, precisely in the first phase of designing an audiovisual work, more specifically, in pre-production. The aim of this chapter is to focus an analysis on the specific case of audiovisual productions conceived in the context of the tourism industry and, from there, try to understand how AI can be an important tool in the creative phase of script design for these works. In the absence of a specific bibliography on the case under analysis, some possibilities for using artificial intelligence to enhance the reach and effectiveness of an audiovisual product designed, above all, to highlight a particular territory or tourist experience will be raised.
  • The effect of consumer participation during the new product development process on consumer brand identification: A gaming industry study
    Ricardo Fontes Correia, Lauryas Jakutis, Karolis Vilkaitis, Eimantė Survilaitė, Dominika Venciute, et al.
    Business Strategy and Development, 2024
    This study examines the role of consumer participation in the new product development process within the gaming industry, focusing on its impact on Consumer Brand Identification (CBI), with brand attractiveness as a mediating factor. Using a between‐subjects experimental design, we tested three scenarios of consumer participation and analyzed the data with one‐way ANOVA and mediation analysis. The findings reveal that although consumer involvement enhances brand attractiveness, it does not significantly increase brand identification. This research provides new insights into the limited effects of consumer participation on deepening brand connections despite its positive influence on brand perception. This study is one of the first to empirically explore the varying impacts of consumer participation on CBI within the gaming sector, offering a nuanced understanding of its role in shaping brand perception. Practical implications suggest that while consumer involvement is beneficial for enhancing brand attractiveness, its effectiveness in fostering brand identification is limited, and marketers should temper expectations when employing this strategy.
  • The Foggy Frontier: Exploring the Fog and Edge Computing for Online Games
    João Paulo Sousa, Rogério Tavares, Jesús M. Torres
    Communications in Computer and Information Science, 2024
  • Fog Computing: The Secret Sauce for Immersive Tech Experiences
    Rogério Tavares, Jesús M. Torres-Jorge, João Paulo Sousa
    Lecture Notes in Networks and Systems, 2024
  • Rethinking History Teaching: A New Multiplayer Digital Games Platform to Overcome the Challenges of Engagement
    João Paulo Sousa, Julio César Leal de Faria, Rogério Tavares, Rui Pedro Lopes
    Enhancing Engagement with Gamification Education Business and Healthcare Perspectives, 2024
  • Dancing into the Digital Age: Experimenting the Digitization of the Pauliteiros Folk Dances
    João Paulo Sousa, Patricia Cordeiro, Rogério Tavares, João Victor Gomide
    Iberian Conference on Information Systems and Technologies Cisti, 2023
  • Gamers Reaction to the Use of NFT in AAA Video Games
    Rogério Tavares, João Paulo Sousa, Bruno Maganinho, João Pedro Gomes
    Procedia Computer Science, 2023
  • Implementation and Playtesting for a World Adventure Game’s Procedural Content Generation System
    João Paulo Sousa, Gonçalo Oliveira, Inês Barbedo, Bárbara Barroso, Rogério Tavares, et al.
    Lecture Notes of the Institute for Computer Sciences Social Informatics and Telecommunications Engineering Lnicst, 2023
  • A Novel Procedural Content Generation Algorithm for Tower Defense Games
    Diogo Miguel P.L. DIAS, Joao Paulo P. SOUSA, Barbara C.V.B. BARROSO, Ines M.B. MAGALHAES
    ACM International Conference Proceeding Series, 2022
  • The Use of Technologies in Museums: A Bibliometric Analysis Based on the Web of Science Database
    João Paulo Sousa, Patrícia Cordeiro, Carlos R. Cunha
    Communications in Computer and Information Science, 2022
  • Review and analysis of research on Video Games and Artificial Intelligence: A look back and a step forward
    João Paulo Sousa, Rogério Tavares, João Pedro Gomes, Vitor Mendonça
    Procedia Computer Science, 2022
  • A Rule Based Procedural Content Generation System
    Gonçalo Oliveira, Lucas Almeida, João Paulo Sousa, Bárbara Barroso, Inês Barbedo
    Communications in Computer and Information Science, 2022
  • Preface
    Communications in Computer and Information Science, 2022
  • Digitization and Gamification in Cultural Heritage: The portuguese context in the framework of national and international policies and some practical examples
    Patricia Alexandra Nunes Cordeiro, Joao Paulo Sousa, Aida Carvalho
    Iberian Conference on Information Systems and Technologies Cisti, 2021
  • Digital Marketing and Big Data: A bibliometric analysis of scientific production from the Scopus database
    Elisabete Paulo Morais, Carlos Rompante Cunha, Joao Paulo Sousa
    Iberian Conference on Information Systems and Technologies Cisti, 2021
  • An indoor navigation architecture using variable data sources for blind and visually impaired persons
    Joao Pedro Gomes, Joao Paulo Sousa, Carlos R. Cunha, Elisabete Paulo Morais
    Iberian Conference on Information Systems and Technologies Cisti, 2018
  • Exploring the behavior of the player to change the course of a game
    João Sousa, Rui M. Jesus
    Chi Play 2016 Proceedings of the Annual Symposium on Computer Human Interaction in Play Companion, 2016
  • SQMS - A prototype for a Supplier Quality Management System
    Proceedings of the 27th International Business Information Management Association Conference Innovation Management and Education Excellence Vision 2020 from Regional Development Sustainability to Global Economic Growth Ibima 2016, 2016
  • Information and communication technologies in tourism: Challenges and trends
    Proceedings of the 27th International Business Information Management Association Conference Innovation Management and Education Excellence Vision 2020 from Regional Development Sustainability to Global Economic Growth Ibima 2016, 2016
  • A review of cloud computing and its opportunities in the development of information systems for SMEs
    Proceedings of the 26th International Business Information Management Association Conference Innovation Management and Sustainable Economic Competitive Advantage from Regional Development to Global Growth Ibima 2015, 2015
  • Modelling a supplier quality management system
    Proceedings of the 26th International Business Information Management Association Conference Innovation Management and Sustainable Economic Competitive Advantage from Regional Development to Global Growth Ibima 2015, 2015
  • An evolutionary platform for the collaborative contextual composition of services
    João Paulo Sousa, Benjamim Fonseca, Eurico Carrapatoso, Hugo Paredes
    Lecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics, 2009
  • A service-oriented middleware for composing context aware mobile services
    João Paulo Sousa, Eurico Carrpatoso, Benjamin Fonseca
    Proceedings of the 2009 4th International Conference on Internet and Web Applications and Services Iciw 2009, 2009
  • SAGA reloaded: Towards a generic Platform for developing cooperative applications
    Benjamim Fonseca, Hugo Paredes, Joao Paulo Sousa, F. Mario Martins, Eurico Carrapatoso
    Proceedings of the 2009 13th International Conference on Computer Supported Cooperative Work in Design Cscwd 2009, 2009