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.
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
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