Between September and December 2025, Luciana Lima published three peer-reviewed papers presented at international conferences in Human–Computer Interaction and game studies. Together, these works address reflexive research methodologies, gender inequities in the digital games sector, and the recovery of overlooked contributions to Portuguese game history.
Techno-Biographical Reflexive Atelier: A Method for Exploring Personal Narratives and Sociotechnical Transformations
Luciana Lima, Cláudia Silva, Lorena Ramos, Ana Cristina Pires
Published in the proceedings of INTERACT 2025, Belo Horizonte, Brazil
DOI: https://doi.org/10.1007/978-3-032-05005-2_25
This paper presents a preliminary analysis of the Techno-Biographical Reflexive Atelier (TeBRA), a collaborative autoethnographic method designed to explore the intersection of personal narratives, sociotechnical systems, and socio-cultural contexts. The method supports critical reflection on how power relations and inequalities shape engagements with technology, contributing a new approach for reflexive practice in HCI research and design.
Mnema: Bridging Research and Art to Combat Gender Inequity in the Gaming Sector
Luciana Lima, Inês Costa, Carolina Bonzinho, Sheila Correia, Carolina Martins
Presented at WIPlay 2025
DOI: https://doi.org/10.1007/978-3-032-01426-9_5
This paper describes the collaborative creation of Mnema, an animated short film developed by women researchers and artists in HCI and gender studies. Based on interviews with Portuguese women working in the video game industry and archival research on gaming culture in Portugal, the project combines academic research with audiovisual storytelling, translating research insights into an accessible cultural form that raises awareness of gender inequities in the games sector.
Unveiling Hidden Pioneers: Carla Vieira Faria’s Legacy in Portuguese Digital Game History
Luciana Lima, Maria Júlia Vieira
Best Paper Award, Videojogos 2025
DOI: To be published (Springer Communications in Computer and Information Science)
Awarded Best Paper at Videojogos 2025, this study examines the trajectory of Carla Vieira Faria, a pioneer in the development of educational games for people with disabilities in Portugal during the 1990s and early 2000s. Through archival research and an in-depth interview, the paper recovers her largely unacknowledged contributions, highlighting how women have expanded the scope of digital games while remaining underrepresented in historical accounts.



Image credits: © Luciana Lima










































