Breno Jose Andrade de Carvalho

@portal.unicap.br

School of Technology and Communication
Catholic University of Pernambuco

Breno Jose Andrade de Carvalho
Doctor in Design from UFPE (2020). Master in Design from UFPE (2014). Specialist in Information Design from UFPE (2002), and a degree in SOCIAL COMMUNICATION from Unicap (1999). Assistant Professor IV at Unicap. I am currently an advisor to the Center for Technological Innovation - NIT, a researcher in the research group Technologies Applied to the Development of Solutions and Products in Communication and Creative Industries (Createch), a member of the Innovation Laboratory for Climate Change and Sustainability - LiMCS and a professor in the Postgraduate Program in Creative Industries and professor and coordinator of the Technology Course in Digital Games at the Catholic University of Pernambuco. I coordinated the interactive solutions agency Combogó Unicap. I have experience in Communication and User Experience, working mainly on the following subjects: creative industries, branding, mutant brand, games, gamification, UX/UI and emerging technologies.

RESEARCH, TEACHING, or OTHER INTERESTS

Social Sciences, Computer Graphics and Computer-Aided Design, Multidisciplinary, Communication
13

Scopus Publications

133

Scholar Citations

7

Scholar h-index

5

Scholar i10-index

Scopus Publications

  • The kingdom of satisfaction: Case study of gamification at Neurotech
    Breno José Andrade de Carvalho, Ammanda Cavalcanti Silva, Carla Guedes Porfirio Cavalcante, Gil Vicente de Brito Maia
    Handbook of Research on Gamification Dynamics and User Experience Design, 2022
    The results presented in this chapter come from a case study of gamification at Neurotech, a company located in Porto Digital, Recife, Pernambuco, Brazil. The objective was to develop a solution to improve the productivity and satisfaction rates of the company's clients. In general, the authors used contributions on gamification from Patrício, Moreira, and Zurlo; Burke; Costa and Marchiori; and Vianna et al. to which they added Mastrocola's playful learning, Huizinga's magical circle, Bartle's player profile, and engagement in the organizations of the Gallup Institute. For the experiment, the Gamification Canvas and the Trello tool were used to develop and monitor the “Kingdom of Satisfaction” activities. Among the results achieved, a significant increase in cooperation between teams and participants was identified, in addition to reaching a 100% customer satisfaction rate.
  • The State of the Art in Virtual Reality Applied to Digital Games: A Literature Review
    Breno Carvalho, Marcelo Soares, Andre Neves, Gabriel Soares, Anthony Lins
    Applied Human Factors and Ergonomics International, 2022
    The term Virtual Reality (VR) was coined by the artist and computer scientist Jaron Lanier, by which he succeeded in expressing the search for the merger between what is real and what is virtual in the 80s. Based on movies such as Tron, by Steven Lisberger, the concept became known worldwide as a technology for digital games the aim of which was to prompt the user into greater interaction with, immersion in and engagement with the environment and the projected narrative. This study sets out a review the state of the art on the concept of VR used in the universe of digital games, whether in the context of research or entertainment, starting with a re-reading of scientific articles, books and online publications on the subject. In the context of digital games, in the past there was a major difficulty about using equipment such as a helmet with goggles, for ergonomic reasons. Currently, new devices are being enhanced to make their usability better for the user, and there are new applications such as using serious games in support of the fields of education and health and in the future, there will be nanotechnology projects applied to virtualizing reality and overcoming the limitations of the human body within the virtual world.
  • Message from the general chairs SBGames 2020
    Brazilian Symposium on Games and Digital Entertainment Sbgames, 2020
    Presents the introductory welcome message from the conference proceedings. May include the conference officers' congratulations to all involved with the conference event and publication of the proceedings record.
  • Live Action Carnavalia: A Case Study of a Process for User Engagement
    Vladimir Barros, Breno Carvalho
    Advances in Intelligent Systems and Computing, 2019
  • UNICAP Virtual: User Experience for a VR Application in Brazilian University
    Christianne Soares Falcão, Breno Carvalho
    Advances in Intelligent Systems and Computing, 2019
  • Game design creative industry: An overview of the porto digital project in Brazil
    Carla Patricia Teixeira, Breno José Carvalho, Anthony José Cunha Lins, Christianne Falcao, Caroline Akemi Souza, Caio Vinicius Monteiro
    Advances in Intelligent Systems and Computing, 2018
  • Virtual reality devices applied to digital games a literature review
    Ahram, Tareq, Falcão, Christianne, Barros, Rafaela Q., Soares, Marcelo M., Karwowski, Waldemar
    Ergonomics in Design Methods and Techniques, 2016
    Technological Center Maringa State University
  • Digital game for teaching and learning: An analysis of usability and experience of educational games
    Rennan Raffaele, Breno Carvalho, Anthony Lins, Luiz Marques, Marcelo Márcio Soares
    Lecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics, 2016
  • Ads-on games and fake brands: Interactions, commercials and playful branding
    Herlander Elias, Ernesto Filgueiras, Breno Carvalho
    Lecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics, 2015
  • Doctor who: Legacy, an analysis of usability and playability of a multi-platform game
    Rennan Raffaele, Renato Alencar, Iran Júnior, Bruno Colley, Gabriel Pontes, Breno Carvalho, Marcelo M. Soares
    Lecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics, 2015
  • Newsgames: Gameplay and usability in simulation games
    Carla Teixeira, Breno Carvalho, Jarbas Agra, Valeska Martins, Anthony Lins, Marcelo M. Soares, André Neves
    Lecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics, 2015
  • Usabilility and Gameplay in Newsgames: A Comparative Analysis of the Genre of Documentary Published in Brazilian News Portals
    Carla Teixeira, Breno Carvalho, Marcelo Soares, André Neves, Anthony Lins, Jarbas Agra, Valeska Martins, Gabriel Soares
    Procedia Manufacturing, 2015
  • Interactive doodles: A comparative analysis of the usability and playability of Google trademark games between 2010 and 2012
    Breno José Andrade de Carvalho, Marcelo Márcio Soares, Andre Menezes Marques das Neves, Rodrigo Pessoa Medeiros
    Lecture Notes in Computer Science Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics, 2013

RECENT SCHOLAR PUBLICATIONS

  • Design Participativo no combate à Exploração Sexual de Crianças e Adolescentes
    C Alves, B Carvalho
    https://doi.org/10.12957/arcosdesign.2025.88611 18 (2), 23 , 2025
    2025
  • PsicoPing, jogo digital para a reabilitação dos distúrbios do déficit de atenção
    V Donard, BJA Carvalho, Á Aires, BL Alves
    Ciberpsicologia e Humanidades Digitais 1, 21 , 2025
    2025
  • Design Participativo no combate à Exploração Sexual de Crianças e Adolescentes: Laboratório de Inovação da Unicap
    C Alves, B Carvalho
    Arcos Design 18 (2) , 2025
    2025
  • Design Participativo no combate à Exploração Sexual Comercial de Crianças e Adolescentes: Laboratório de Inovação da Unicap.
    C Alves, B Carvalho
    Arcos: Design, Cultura e Visualidade 18 (2) , 2025
    2025
  • ENTREPRENEURS IN ACTION, MORE THAN A GAME, A BUSINESS DECISION SIMULATOR
    P Gomes, M Nogaroli, W Santos, B Carvalho
    INTED2025 Proceedings 1, 9 , 2025
    2025
    Citations: 1
  • Divulgação científica sobre economia criativa: reflexões sobre a tecnologia social no combate à desinformação
    B Carvalho, BO Oliveira
    XVIII Simpósio Nacional da ABCiber 2025 18 (XVIII) , 2025
    2025
  • Médicos em redes sociais: considerações iniciais sobre a criação de perfis profissionais e as determinações do Conselho Federal de Medicina
    B Beltrão, B Carvalho
    XVII Simpósio Nacional da ABCiber 2024 17 (1) , 2024
    2024
  • The State of the Art in Virtual Reality Applied to Digital Games: A Literature
    B Carvalho, M Soares, A Neves, G Soares, A Lins
    Advances in Ergonomics In Design, Usability & Special Populations: Part I 16 … , 2022
    2022
    Citations: 11
  • Handbook of Research on Gamification Dynamics and User Experience Design
    O Bernardes, V Amorim, AC Moreira
    IGI Global , 2022
    2022
    Citations: 1
  • Doodle game "Ilha dos Campeões": Jogos como ferramentas de comunicação
    CDAF ALVES, BJA CARVALHO, L PINHEIRO, R RAFAELLE
    14º Congresso Brasileiro de Pesquisa e Desenvolvimento em Design, 2060-2081 , 2022
    2022
  • E A TENDÊNCIA SLOW CONTENT NA PLATAFORMA INSTAGRAM
    R MELO, BJA CARVALHO
    BRANDTRENDS JOURNAL 22, 93-108 , 2022
    2022
  • MC DONALD'S E O PÚBLICO GAMER: ENGAJAMENTO DA 1° LOJA FUNCIONAL EM AMBIENTE VIRTUAL
    RDH PIMENTA, B CARVALHO, MRP ARAUJO
    BRANDTRENDS JOURNAL 22 , 2022
    2022
  • The Kingdom of Satisfaction: Case Study of Gamification at Neurotech
    BJA de Carvalho, AC Silva, CGP Cavalcante, GV de Brito Maia
    Handbook of Research on Gamification Dynamics and User Experience Design … , 2022
    2022
  • Quatro décadas da Festa da Vitória Régia: uma homenagem a sua história através do processo de mineração de dados, memórias afetivas e escrita coletiva.
    RNL Nunes
    Universidade Católica de Pernambuco , 2021
    2021
  • Do Complexo do Alemão para o mundo: a narrativa da identidade territorial na marca Kurandé
    C Teixeira, BJA de Carvalho
    Convergences-Journal of Research and Arts Education 14 (27), 53-70 , 2021
    2021
  • Gamificando as operações de Ground handling para aumento da segurança no aeroporto do Recife.
    LSLS da Silva
    Universidade Católica de Pernambuco , 2021
    2021
  • Marca Mutante Jogável: Uma Análise das Mutações da Marca Google de 2015
    BJA Carvalho, AMM das Neves
    Fronteiras do design:(bem) além do digital-Vol. 1 1 (1), 22-53 , 2021
    2021
    Citations: 1
  • A Realidade Virtual e o Processo de Avaliação do Projeto na Arquitetura
    C FALCÃO, B CARVALHO, B CALIFE, E BARROS
    Revista Geometria Gráfica 5, 92-108 , 2021
    2021
  • A Evolução da Presença Negra na Mauricio de Sousa Produções: O Reflexo do Pensamento Decolonial nos Quadrinhos Nacionais
    RSF de Paiva, BJA de Carvalho, DBR Júnior, FPF da Silveira, AL Erthal, ...
    Liinc em Revista 17 (2), e5764 , 2021
    2021
  • Estruturas narrativas de booktrailers de literatura fantástica: uma classificação
    CR de Araújo Bezerra, TV Brasileiro, B Carvalho
    Signos do Consumo 12 (2), 115-125 , 2020
    2020

MOST CITED SCHOLAR PUBLICATIONS

  • Virtual Reality devices applied to digital games: a literature review
    B Carvalho, MM Soares, A Neves, G Soares, A Lins
    Ergonomics in Design, 125-141 , 2016
    2016
    Citations: 26
  • Jogadores Tóxicos: Uma análise comportamental dos jogadores brasileiros de LOL
    V Carvalho, C Teixeira, B Carvalho
    Proceedings of SBGames 2015 , 2015
    2015
    Citations: 19
  • Evaluation of immersive user interfaces in virtual reality first person games
    R Raffaele, B Carvalho, F Silva
    24º Encontro Português de Computação Gráfica e Interação, 123-126 , 2017
    2017
    Citations: 16
  • The State of the Art in Virtual Reality Applied to Digital Games: A Literature
    B Carvalho, M Soares, A Neves, G Soares, A Lins
    Advances in Ergonomics In Design, Usability & Special Populations: Part I 16 … , 2022
    2022
    Citations: 11
  • Gamificação: vivendo através de conceitos de jogos
    B CARVALHO
    Jogos Digitais Unicap 27 , 2009
    2009
    Citations: 10
  • Interactive doodles: a comparative analysis of the usability and playability of google trademark games between 2010 and 2012
    BJA de Carvalho, MM Soares, AMM das Neves, RP Medeiros
    International Conference of Design, User Experience, and Usability, 508-517 , 2013
    2013
    Citations: 9
  • Newsgames: Gameplay and usability in simulation games
    C Teixeira, B Carvalho, J Agra, V Martins, A Lins, MM Soares, A Neves
    International Conference of Design, User Experience, and Usability, 292-302 , 2015
    2015
    Citations: 8
  • Doodle games: análise da marca mutante jogável da Google
    BJA CARVALHO
    2014
    Citations: 6
  • Doodle e a comunicação imersa no design da marca
    BJA de Carvalho, FHS Santos
    Razón y Palabra , 2012
    2012
    Citations: 5
  • Doctor Who: Legacy, an Analysis of Usability and Playability of a Multi-platform Game
    R Raffaele, R Alencar, I Júnior, B Colley, G Pontes, B Carvalho, ...
    International Conference of Design, User Experience, and Usability, 283-291 , 2015
    2015
    Citations: 4
  • Aspectos Fotográficos na Construção de Marcas: estratégias de aproximação com o consumidor
    M Campos, C Teixeira, B Carvalho
    II Congresso Internacional de Marcas/Branding: conexões e experiências, 277 , 2015
    2015
    Citations: 4
  • Usabilility and gameplay in newsgames: a comparative analysis of the genre of documentary published in Brazilian news portals
    C Teixeira, B Carvalho, M Soares, A Neves, A Lins, J Agra, V Martins, ...
    Procedia Manufacturing 3, 6060-6067 , 2015
    2015
    Citations: 4
  • Doctor Who : uma análise de interface do doodle jogável da Google
    BJA de Carvalho, AMM das Neves, CPP Teixeira, VF Martins
    Linguagens Gráficas 1 (1), 70-84 , 2014
    2014
    Citations: 3
  • UNICAP virtual: User experience for a VR application in Brazilian University
    CS Falcão, B Carvalho
    International Conference on Human Systems Engineering and Design: Future … , 2018
    2018
    Citations: 2
  • ENTREPRENEURS IN ACTION, MORE THAN A GAME, A BUSINESS DECISION SIMULATOR
    P Gomes, M Nogaroli, W Santos, B Carvalho
    INTED2025 Proceedings 1, 9 , 2025
    2025
    Citations: 1
  • Handbook of Research on Gamification Dynamics and User Experience Design
    O Bernardes, V Amorim, AC Moreira
    IGI Global , 2022
    2022
    Citations: 1
  • Marca Mutante Jogável: Uma Análise das Mutações da Marca Google de 2015
    BJA Carvalho, AMM das Neves
    Fronteiras do design:(bem) além do digital-Vol. 1 1 (1), 22-53 , 2021
    2021
    Citations: 1
  • Game Design Creative Industry: An Overview of the Porto Digital Project in Brazil
    CP Teixeira, BJ Carvalho, AJC Lins, C Falcao, CA Souza, CV Monteiro
    International Conference on Applied Human Factors and Ergonomics, 193-203 , 2017
    2017
    Citations: 1
  • MARCA MUTANTE JOGÁVEL: CONEXÕES & EXPERIÊNCIAS1
    B Carvalho, A Neves
    II Congresso Internacional de Marcas/Branding: conexões e experiências, 432-443 , 2016
    2016
    Citations: 1
  • Ads-on Games and Fake Brands: Interactions, Commercials and Playful Branding
    H Elias, E Filgueiras, B Carvalho
    International Conference of Design, User Experience, and Usability, 251-262 , 2015
    2015
    Citations: 1