A Systematic Mapping of Hybrid Games in the Academy

  • Felipe Paiva UFC
  • Glaudiney Mendonça UFC
  • Windson Viana UFC


Hybrid games can be defined as games that combine digital and analog elements in their composition. However, hybrid games bring with them challenges from both the digital and analog domains, making their development and evaluation complex. The main objective of this paper is to rise state of the art and the practice of hybrid games in academia. A standard systematic mapping methodology using digital databases for research was applied and 31 works out of a total of 395 were accepted. Through their analysis it was possible to identify the main technologies used, the areas of greatest predominance in the use of hybrid games and the methods of most used assessment.

Palavras-chave: Hybrid Games, Systematic Mapping, Game Design


Andrea, R., Kopel, M., et al. (2018). Design and development of “battle drone” computer-based trading card game (ctcg). In International Conference on Multimedia and Network Information System, pages 574–585. Springer.

Bassuony, K., Gaber, M., Lazem, S., Youssef, K., and Farag, M. M. (2016). E-playground: simultaneous identification of multi-players in educational physical games using low-cost rfid. In Proceedings of the 2nd Africa and Middle East Conference on Software Engineering, pages 28–33.

Berns, A., Isla-Montes, J.-L., Palomo-Duarte, M., and Dodero, J.-M. (2016). Motivation, students’ needs and learning outcomes: A hybrid game-based app for enhanced language learning. SpringerPlus, 5(1):1305.

Carbajal, M. L. and Baranauskas, M. C. C. (2019). Using ethnographic data to support preschool children’s game design. In Proceedings of the 18th Brazilian Symposium on Human Factors in Computing Systems, pages 1–10.

Chang, C., Shih, J.-L., and Chang, C.-K. (2017). A mobile instructional pervasive game method for language learning. Universal Access in the Information Society, 16(3).

Chao, F.-L., Feng, C.-S., Fanjiang, B., and Sun, C.-L. (2017). Design jigsaw puzzle and app for nostalgia-based support on elderly with dementia. In IEEE 8th International Conference on Awareness Science and Technology, pages 284–289. IEEE.

Covaci, A., Ghinea, G., Lin, C.-H., Huang, S.-H., and Shih, J.-L. (2018). Multisensory games-based learning-lessons learnt from olfactory enhancement of a digital board game. Multimedia Tools and Applications, 77(16):21245–21263.

de Lima Veras, N., Viana, W., Aragão, A. P., Miranda, A. M., Rocha, A. C., and Gomes, A. F. (2019). Jogos sérios nos cuidados com diabetes: Um app review. In Anais da VII Escola Regional de Computação Aplicada à Saúde, pages 181–186. SBC.

Elmiligi, H., Ramirez, G., and Walton, P. (2016). Using nfc-based apps to revitalize an aboriginal language. In Proceedings of the 21st Western Canadian Conference on Computing Education, pages 1–4.

Hsieh, M.-J., Liang, R.-H., Guo, J.-L., and Chen, B.-Y. (2018). Rfidesk: an interactive surface for multi-touch and rich-id stackable tangible interactions. In SIGGRAPH Asia 2018 Emerging Technologies, pages 1–2.

Kang, K., Choi, E.-J., and Lee, Y.-S. (2016). Proposal of a serious game to help prevent dementia. In International Conference on Games and Learning Alliance, pages 415– 424. Springer.

Kasapakis, V., Gavalas, D., and Bubaris, N. (2015). Pervasive games field trials: recruitment of eligible participants through preliminary game phases. Personal and Ubiquitous Computing, 19(3):523–536.

Kitchenham, B., Mendes, E., and Travassos, G. H. (2006). A systematic review of crossvs. within-company cost estimation studies. In 10th International Conference on Evaluation and Assessment in Software Engineering (EASE) 10, pages 1–10.

Kopec, W., Abramczuk, K., Balcerzak, B., Juzwin, M., Gniadzik, K., Kowalik, G., and Nielek, R. (2017). A location-based game for two generations: Teaching mobile technology to the elderly with the support of young volunteers. In eHealth 360°, pages 84–91. Springer.

Kosa, M. and Spronck, P. (2018). What tabletop players think about augmented tabletop games: a content analysis. In Proceedings of the 13th International Conference on the Foundations of Digital Games, pages 1–8.

Nojima, T., Rebane, K., Shijo, R., Schewe, T., Azuma, S., Inoue, Y., Kai, T., Endo, N., and Yanase, Y. (2018). Designing augmented sports: Merging physical sports and virtual world game concept. In International Conference on Human Interface and the Management of Information, pages 403–414. Springer.

Ponticorvo, M., Ferrara, F., Di Fuccio, R., Di Ferdinando, A., and Miglino, O. (2017). Sniff: A game-based assessment and training tool for the sense of smell. In International Conference in Methodologies and intelligent Systems for Techhnology Enhanced Learning, pages 126–133. Springer.

Shih, J.-L., Huang, S.-H., Lin, C.-H., and Tseng, C.-C. (2017). Steaming the ships for the great voyage: Design and evaluation of a technology integrated maker game. IxD&A, 34:61–87.

Thar, J., Stoenner, S., and Borchers, J. (2018). Haptigames-personally fabricated for visual impaired. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, pages 137–141.

Tondello, G. F., Wehbe, R. R., Stahlke, S. N., Leo, A., Koroluk, R., and Nacke, L. E. (2015). Chi playgue: A networking game of emergent sociality. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, pages 791–794.

Valdivieso, C. C. C., Arango-López, J., Collazos, C. A., and Vela, F. L. G. (2018). Creando–platform for game experiences base on pervasive narrative in closed spaces: An educational experience. In Colombian Conference on Computing, pages 226–236. Springer.

Vuorio, J., Okkonen, J., and Viteli, J. (2019). User expectations and experiences in using location-based game in educational context. In Digital Turn in Schools—Research, Policy, Practice, pages 17–35. Springer.

Wu, C.-H., Chen, C.-C., Wang, S.-M., and Hou, H.-T. (2018). The design and evaluation of a gamification teaching activity using board game and qr code for organic chemical structure and functional groups learning. In 2018 7th International Congress on Advanced Applied Informatics (IIAI-AAI), pages 938–939. IEEE.
Como Citar

Selecione um Formato
PAIVA, Felipe; MENDONÇA, Glaudiney; VIANA, Windson. A Systematic Mapping of Hybrid Games in the Academy. In: TRILHA DE ARTES & DESIGN – ARTIGOS COMPLETOS - SIMPÓSIO BRASILEIRO DE JOGOS E ENTRETENIMENTO DIGITAL (SBGAMES), 21. , 2022, Natal/RN. Anais [...]. Porto Alegre: Sociedade Brasileira de Computação, 2022 . p. 128-137. DOI: https://doi.org/10.5753/sbgames_estendido.2022.225932.